leaving forever
Goodbye. i had enough of the insta kills: I was a level 64, playing level 56 map getting insta killed. No idea how or why.
Last bumped on Sep 12, 2024, 1:40:03 PM
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This is the folk in the road most new players reach,
A. Should I learn more about the game, ask questions, understand the game. or B. Give up, throw in the towel. Not many new players are taught how to interact with the character pane and be mindful of resistances, armour or evasion. |
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Yeah, but is it the new players fault or is it PoE intentionally providing almost no feedback (how does armor work vs different hits? Why is that hidden?) and assuming you will use tons of spreadsheets, PoB, be watching mechanics videos, etc.
Anyway, its ok to die in PoE, but if you dont enjoy it, there are a lot more skill based games out there where death feels fair. |
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I believe the new player experience could be improved by GGG releasing a build guide for each ascendency, even if it's just for the campaign.
I've seen time and time again, new players struggling with the campaign. They'll either front load and have no phys or elemental defense or just pick some whacked out weird and wonderful combination of skills that doesn't work. Having to rely on the playerbase to create a campaign guide is just corner cutting, it then relies on new players to find a non-bait leveling guide, of which there are many I can't argue they don't exist. But requiring players to find them, research them, watch those videos and follow up in-game has aged. That's not core features of any games nowadays. |
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I wish there was more feedback, for leagues I hear complaining about needing some sort of kill snapshot to understand what you are getting torched by. I still think its needed, but POE is a pretty different game than any other ARPG on the market, its not easy, its got a lot of mechanics and its complicated. I think thats what one of the main draws is... If your casual and just looking for something quick to play D4 may be more of your game (No shade, I play that too )I feel like understanding POE takes a LOT more work, but thats why I'm drawn to it. I get super frustrated and burned out by league end, but I keep coming back..
Not sure its a fault anywhere, but its not a "easy" game to do well at. |
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This is how the game has been built. Jixa87 sums it up. It has been intentionally designed like that for a range of reasons.
They have an opportunity to do it differently in POE 2. They are certainly aware of this and have talked about making some changes like increasing the time to death slightly. I wouldn't expect it to be drastically changed though. They have a formula that has been very successful, I don't think they will depart from it too much, even if there are things that can be improved. |
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It would be a major improvement just to have the game tell you WHAT killed you, preferably HOW as well.
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" Has there been a discussion on how this would actually work? For starters, does the Chinese version of this work well? My thoughts; 1. if you have 6000 health, take 5999 phys damage and a random skeleton fireballs you for 1 damage, did you die from the elemental or phys damage? The game would need to sum(damage_type) for the past 3 seconds and give you a split? 2. Easy notification of "You have been culled" would easily resolve posts of people running around with coruscating elixir and dying with full energy shield. 3. If you have no leech, no regen, no lgoh and die because you took phys it would not be helpful to notify that you died because you took too much phys, cause that's not the root cause of the problem. It would have to be a recap of the past 3~5 seconds, so the player could review the different damage types taken and see oh big phys hit or yeah this chaos degen is melting me, right? |
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Does it really need to be all that complex? Many games have a running damage log tab for chat.
You take 830 damage from fireball. You take 45 damage from poison you take 45 damage from poison You take 7403 damage from random BS ondeath effect. You just look at the window when you die. PoE is already calculating this, this is not new, this is just outputting what its calculating. |
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" It can definitely be done. I don't know what happens in china, but it works effectively in MOBA games that I've seen. I'm sure this is more complicated, and might be hard to technically add in now, but I'm not going to be convinced that it is not technically possible. Everything in the game goes against this information being provided to the player, which I think is what OP is pointing out. This is largely intentional. They believe it is better this way and I think the success of the game shows they have a pretty good knowledge of what should and shouldn't be implemented. There is usually good reasoning behind their decisions. There's sometimes a technical aspect, but there is usually a philosophical game design reasoning when they don't implement something. I do agree that this is one of the biggest deficiencies in the game, even if it has some positive effects, like sowing to a community that has been able to create so much supporting tools. I hope they have spent a lot of time thinking about this for POE 2. The game does not need to be easier, it just needs to be a bit more player friendly with some of these design aspects. Not everyone who plays the game is a programmer. It's okay to have that as the main foundation of the game, but it should be what makes the game function both complexly and seamlessly, instead of being a hurdle for people to learn. The base line of what information is provided to the player in game is not enough. Where they draw the line on how much information is too much is a topic in itself, but what they have in POE is below what is needed. 10 years into the game there is people on the forum questioning why they are dying with 90 PDR. That would seem to me like information that needs to be readily available in game. Last edited by Belegur85#5784 on Sep 5, 2024, 10:37:35 PM
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