Extremely poor underlying logic of the game

First of all, those who are able to enter Path of Exile (POE) are people who have a passion for Diablo-like games. Have they ever found happiness in Diablo-like games? Just like the founder of POE, they pursue the joy of looting treasures. The ultimate dream is to be able to build a very enjoyable Build (BD) from a lot of strange and odd items. And it is estimated that those who pursue such a dream are not young anymore. Facing such a pile of perfunctory designs is really exhausting.
Action games are not something that can't be made. They can be combined with looting treasures, but the two contents are essentially different.
So far, which action game has a player been beaten to death by dozens of ordinary monsters? The greatest joy of an action game is to conquer a boss with action difficulty and get generous rewards.
A looting game is like Dynasty Warriors, where you keep farming and looting among a group of weak enemies, doing a kind of probabilistic lottery. The key is to keep farming and looting and upgrade the items obtained through the probabilistic lottery again. The faster the farming speed, the greater the joy.
I just want to ask the game designer, if you were surrounded and beaten by ten people in real life, would you study who threw the first punch or who kicked first?
If the designer wants to make a good ARPG (Action Role-Playing Game), they should first consider whether it is necessary to study actions when facing being surrounded and attacked!
The designer can set up multiple bosses in the maps, reduce the number of ordinary monsters, and don't let players be surrounded and attacked. In this way, players will have the time and energy to study the movements of the monsters designed by the designer. Cancel the randomly stacked affix monsters, and don't let players have to give up at the early stage because they are chased by some strange monsters with stacked affixes, such as those wolves with the Swiftness Aura!
The maps in the alternate dimension can use more bosses to reflect the fun of action looting games. For example, there are two bosses in one map. When one monster is defeated, the other will mutate due to alertness and have higher affix challenges. In this case, players need to carefully choose which boss to kill first. Or, after players kill two or even more bosses, a combined entity will appear for players to challenge, and the attached rewards are different.
Last bumped13 апр. 2025 г., 11:22:28

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