You know the thing about RNG?
" I agree with this, but I also think it's unfair to expect it from GGG, considering it's their first game and it's not finished yet. when thinking about challenge and fun based on random events, and monsters' "group AI" - a game like Torchlight 2 comes to mind. a game where there are a multitude of small quests to keep you busy, where a single non-boss mob isn't necessarily a threat (unless it's huge and menacing), but a group can really make you sweat: - because of terrain composition, and random location-based events. - because of mobs' tendency to surround you, and/or jump at you when you least expect it. - because of monster skills having a synergy with those of other monsters in the group. - because of "support skills" monsters can use (like tractor-beams, or immobilization) which don't deal any damage directly, but can and will make your character enter a world of hurt quickly. it's a different design philosophy. one putting content before math - which is later used only to tweak the difficulty this way or the other. but I can't say GGG did none of it, because some things are definitely in there: apes jumping from trees. squids unburrowing. mobs casting curses. suicide-bombing. exploding corpses. Vaal Oversoul's AI... it's not enough, but GGG will learn. if not in the release-version of this game, then in the next one. still, Path Of Exile is a form of "old-school" approach - extremely addictive, but feels like a senseless grind most of the time: doing Merciless Lunaris runs hoping a Glorious Plate and an Orb Of Chance drop, getting them on the 20th run (or 30th. or 40th), failing, running out of orbs, and repeating. in the "new-school ARPG", it's important to make the players feel like they are doing something meaningful, and getting loot as a reward - even if it's still essentially the same grind under the surface. Alva: I'm sweating like a hog in heat Shadow: That was fun Последняя редакция: johnKeys#6083. Время: 9 июл. 2013 г., 04:01:30
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" Regarding your last point, Diablo 3 did that with the paragon leveling system. I quit that game the day after I hit paragon 100. I like the "crafting" system in Path of Exile. It gives me serious long-term goals. It's going to take a lot of time and wealth to get 30 movespeed and a max armour roll on these boots, but I'm still playing to get it done. sry ive seen godly and godlys dont lose hp wich wuold pretty much be a smiter with life tap
IGN: danknugsblazedopeswag |
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Nothing will change,this is how they want the game to be.I didnt play for two months,i tried the new leagues but i cant find any gear so i said fuck it,cant bother farming anymore or looking to buy gear from other people because nobody is ever online or they are just sick in brain.
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" Why though? & to what extent do you believe this kind of abstract goal represents an adequate replacement for gradual reward when considering the ambitions of the majority of players? |
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" Why? Because in 3 years when everyone is wearing them due to mirrors I will have made an impact on the game. The kind of impact I was too late to make on Diablo 2. Stupid maybe, but something you can't do in many games. For your second point, I don't think the goal is abstract at all. It may not be "adequate" for the majority of players but it's why I enjoy the game. sry ive seen godly and godlys dont lose hp wich wuold pretty much be a smiter with life tap
IGN: danknugsblazedopeswag |
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Yeah cause between now and three years they won't release better boot bases.
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" Do a google image search for "Wraith Brand Boots". Level 41 boots, 9 defense, the most valuable item on US-West. The base doesn't matter so much when it has +322 armour rolled on to it that gets increased by quality anyway. You will never pick up a pair of boots that has a max armour roll, 85 life, 40+ tri res and 30 movespeed. It won't happen, the only way to get it is through crafting. sry ive seen godly and godlys dont lose hp wich wuold pretty much be a smiter with life tap
IGN: danknugsblazedopeswag |
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notice I said nothing about Torchlight 2's drop rates, Barry.
I actually dislike those, despite them being far from the over-rewarding loot-fest everyone says they are. the rewards in Path Of Exile need to scale with difficulty, if not in quantity - then in quality. make it a risk/reward thing instead of a random roll of the dice, which can potentially grant you a Mirror Of Kalandra from the first Act 1 Normal Zombie (but for me repeatedly yields one-socket blue trash from Merciless Piety). I know some people like getting crazy super-gear from random 1-shot trash mobs, but I don't. I think the really good stuff need to be earned with sweat, tears, and broken mice. still, running Docks/Lunaris/Ledge/low maps a hundred times, can become very frustrating very quickly. Torchlight 2 does stuff like put you in a sudden mini-boss fight for stepping of the "wrong" pressure-plate, or going "sweet! shiny unguarded golden chest!" *doors close* "AMBUSH!". and it does this randomly, so you can enter the same area a few times and get a different experience. small, tiny touches of content everywhere, making a huge difference. Alva: I'm sweating like a hog in heat Shadow: That was fun Последняя редакция: johnKeys#6083. Время: 9 июл. 2013 г., 04:51:24
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" I definitely agree that the moment to moment gameplay could do with more variety. I just wanted to touch on my thoughts regarding the crafting system. sry ive seen godly and godlys dont lose hp wich wuold pretty much be a smiter with life tap
IGN: danknugsblazedopeswag |
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" And you can still design a system that relies far less on RNG while maintaining the massive average grind you need to get "max stats". This message was delivered by GGG defence force.
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