So the devs decided that traps were fun for most people. they even integrated them into the core game. Sorry you don't like them.....it is what it is...take a hike.
With quality rebuttals like this, who could possibly disagree?!
Guys, i found out how the idea of the labyrinth was conceived...
Did you remember all the desync problems back in the day? It was really hard to handle all the complains, so GGG had to get outside help in order to fix it. Gamers as they were, in order to fix desink, they called de only plumber they knew... Mario.
Mario, as an italian plumber, barely understood what GGG wanted to fix. All he could reply was "It's ah me Mario!". After several hours of debate, he just said "Here we go!" and went on a magical journey to fix desync. Barely knowing the lands, he struggled in order to finish his herculean feat. The nightmare was watching...
Right after he managed to find and fix de sink, wraeclast's corruption got to him and transformed him into Pizzaro. At first he was just a round pizza full of bile and rot. GGG were so happy that Mario fixed de sink, but they couldn't find him nowhere to congratulate him. Afterall he was just a disgusting pizza now.
After evolving for several months, the formless pizza took a terrifying man-shaped skeletal form. Mario wasn't Mario anymore, he was the Lord Pizzaro. Influenced by the nightmare, he made the most disgusting thing Wraeclast had ever seen. A mansion filled with traps. The nightmare saw the troubles the poor italian plumber had to go through in order to defeat his arch-nemesis Bowser and made sure to implement every single trap it could find from Mario's memory.
When GGG discovered that Mario had been corrupted and invaded Wraeclast in the form of Pizzaro, they were left speechless. Trying to avoid a lawsuit, all they could do was corrupt Pizzaro even more, so that people would not be able to see that a corrupted Mario was pulling the strings. They removed the p and z from Pizzaro's name and sent a wraeclastian ghost to make sure that he doesn't spit fireballs from his mouth, like Bowser did. Instead, the ghost would create the illusion that the fireballs came from its ethereal substance.
And thus Izaro and the Mansi-labyrinth was born.
Now their only hope was in the blindness of their whiteknights. Let's hope they live up to their expectations.
This is about the new ghostbusters level of funny.
Working as intended. Was that movie even funny btw?
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
This is about the new ghostbusters level of funny.
Working as intended. Was that movie even funny btw?
I'm not sure of Xtorma's opinion but, I thought it wasn't as funny as the original but I thought it was funny and enjoyed it.
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
This is about the new ghostbusters level of funny.
Working as intended. Was that movie even funny btw?
I'm not sure of Xtorma's opinion but, I thought it wasn't as funny as the original but I thought it was funny and enjoyed it.
Yea, i saw the original as well and enjoyed it when i was a kid. Didn't bother with the new one.
Anyway, back on topic.
Mario needs to die. Discuss.
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
If you hate lab then you dont like poe design in general. This game is supposed to be about loot, and getting the loot you need to overcome a challenge. If that challenge is lab and you cant or refuse to beat it then you shouldnt be playing an rpg.
Sorry Jgizle, you are really losing it here. Get a taste of reality. You are making ridiculous claims of what I and others like and don't like! What has happened to you? You didn't used to do this kind of silly stuff? PoE game play is the best of any game I've ever played. I mean the kill monsters and collect loot part of the PoE game play. ARPG game play in general is kill monsters and get loot not dodge screens full of traps but PoE does ARPG game play the best, in my opinion. Trap game play in labyrinth is horrible and I hate it. It is not ARPG game play. It is not really difficult, it is boring, irritating, tedious, and not fun. I can do it without problems except for boring, irritating, tedious, and not fun reasons.
This is where you are wrong mate. I know what rpgs are, ive been playing them for 20+ years. What you are saying is traps are not an rpg mechanic, and that is wrong. Just to name a few Dungeons & Dragons and Neverwinter have traps in their gameplay. In those games though only rogue like classes could disable traps, so you had to either take the trap hits or you had to get a rogue to disable it. Mind you those games dont have infinite refilling flasks like in POE. Even Everquest had traps as well.
Mind you there are many more, but these are just examples. Traps are core to what an rpg is. Not all rpgs have them so you may not have seen it, but they are out there.
People always describe traps in lab as being a "screen full". In reality though those screen full of traps go off in a simple rotation and 90% of the time are only spike traps. As long as you time yourself correctly you literally avoid every single trap.
So you are anti trap because it slows you down what 10 seconds....
Not all rpg mechanics are meant to be fun, some are meant to pose a challenge to change how we play. You are lucky that in POE you can actually see all the traps, other games are less forgiving and have hidden traps that you dont see unless your class can sense them.
When I say "if you dont like Lab you dont like POEs core design" i mean it. POE is an rpg, and traps are an rpg mechanic in many games throughout history. That tells me you are not actually an rpg fan or you would have known this to be a core part of the rpg experience.
Maybe they could remove some traps, but they should never remove them entirely.
The very first thing I would do if I were to start playing an RPG, be it videogame or tabletop, is search for traps. Often times you get very far and die to a trap die to a failed reflex save.
Not to mention D&D has officially integrated spells like delayed fireballs and such, which are basically traps too.
They force you to always be alert even when you're seemingly OP.
Now I understand that this is oldschool and doesn't cater to those who like to start games punching trees for example. Oh well.
Carry on my waypoint son, there'll be peace when maps are done.
Lay your portal gem to rest, don't you die no more.
'Cause it's a bitter sweet symphony this league.
Try to make maps meet, you're a slave to the meta, then you leave.
Last edited by Xavathos on Oct 7, 2016, 3:07:03 AM
Sorry Jgizle, you are really losing it here. Get a taste of reality. You are making ridiculous claims of what I and others like and don't like! What has happened to you? You didn't used to do this kind of silly stuff? PoE game play is the best of any game I've ever played. I mean the kill monsters and collect loot part of the PoE game play. ARPG game play in general is kill monsters and get loot not dodge screens full of traps but PoE does ARPG game play the best, in my opinion. Trap game play in labyrinth is horrible and I hate it. It is not ARPG game play. It is not really difficult, it is boring, irritating, tedious, and not fun. I can do it without problems except for boring, irritating, tedious, and not fun reasons.
This is where you are wrong mate. I know what rpgs are, ive been playing them for 20+ years. What you are saying is traps are not an rpg mechanic, and that is wrong. Just to name a few Dungeons & Dragons and Neverwinter have traps in their gameplay. In those games though only rogue like classes could disable traps, so you had to either take the trap hits or you had to get a rogue to disable it. Mind you those games dont have infinite refilling flasks like in POE. Even Everquest had traps as well.
Mind you there are many more, but these are just examples. Traps are core to what an rpg is. Not all rpgs have them so you may not have seen it, but they are out there.
People always describe traps in lab as being a "screen full". In reality though those screen full of traps go off in a simple rotation and 90% of the time are only spike traps. As long as you time yourself correctly you literally avoid every single trap.
So you are anti trap because it slows you down what 10 seconds....
Not all rpg mechanics are meant to be fun, some are meant to pose a challenge to change how we play. You are lucky that in POE you can actually see all the traps, other games are less forgiving and have hidden traps that you dont see unless your class can sense them.
When I say "if you dont like Lab you dont like POEs core design" i mean it. POE is an rpg, and traps are an rpg mechanic in many games throughout history. That tells me you are not actually an rpg fan or you would have known this to be a core part of the rpg experience.
Maybe they could remove some traps, but they should never remove them entirely.
The very first thing I would do if I were to start playing an RPG, be it videogame or tabletop, is search for traps. Often times you get very far and die to a trap die to a failed reflex save.
Not to mention D&D has officially integrated spells like delayed fireballs and such, which are basically traps too.
They force you to always be alert even when you're seemingly OP.
Now I understand that this is oldschool and doesn't cater to those who like to start games punching trees for example. Oh well.
Neither of you seemed to notice the A in Turtledove's quoted statement.
Neither of you seemed to notice the A in Turtledove's quoted statement.
So because something is an action RPG it is exempt of all things that make an RPG?
I fail to see the logic in this.
What makes PoE an action RPG as opposed to a classic RPG is the fast paced real-time gameplay, NOT the inclusion or absence of traps.
Screens full of traps is much different than a trap. A trap among monsters is still kill monsters get loot ARPG game play. Screens full of traps without monsters is trap game play like Prince of Persia, Frogger, or Mario. This is different from kill monsters get loot ARPG game play.
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
Neither of you seemed to notice the A in Turtledove's quoted statement.
So because something is an action RPG it is exempt of all things that make an RPG?
I fail to see the logic in this.
What makes PoE an action RPG as opposed to a classic RPG is the fast paced real-time gameplay, NOT the inclusion or absence of traps.
Screens full of traps is much different than a trap. A trap among monsters is still kill monsters get loot ARPG game play. Screens full of traps without monsters is trap game play like Prince of Persia, Frogger, or Mario. This is different from kill monsters get loot ARPG game play.
That comment singlehandedly kills any and all future content for the game.
So for you, PoE should be kill monster, get loot. That's it. Oh my, I wonder why they didn't stop development there?
Instead, you could just acknowledge that you do not like the traps and leave it at that. Stop trying to alter facts to suit your opinion, it's not at all constructive and we'll never get anywhere in a discussion like that.
Carry on my waypoint son, there'll be peace when maps are done.
Lay your portal gem to rest, don't you die no more.
'Cause it's a bitter sweet symphony this league.
Try to make maps meet, you're a slave to the meta, then you leave.