Is Path of Exile as addictive as Diablo 2?
" I know this is OT, sorry about that, I can't stop myself from asking this though. Do you honestly believe flexibility to the extent you're hoping for will ever exist for paid leagues? Because I absolutely don't. It would be great, but I can't see it happening. Even in the extraordinarily unlikely event that it does happen, not any time soon. |
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" There has to be some extent they could add private button leagues right away because they aren't different from races and if enough players leave because of their changes it will be only natural to give other users a chance. It worked for so many games may it be the TES Series, Aurora Tool set or something else. It would be a smart move to let the community create content while the company receives donations. You can see that modders do far better jobs than the original game but almost all just lack talent in Art so they rip off skins, effects etc from other games and convert them. Without mods several games would be far less popular. Compare Arma II and DayZ. Arma II was an unpopular game yet it offered much modding tools and then DayZ got released and suddenly it got over 100k players. |
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Hilbert:
On the subject of grinding. Presumably they increased the grind so players had to more to do before completing a character. Are you suggesting that approach is, in fact, counterintuitive and diminishes player retention? If so, what would it take to satisfy you and like minded players, rolling back to CB difficulty and pacing? I know you've given examples of what you don't like since OB, in many cases I agree. I did play CB briefly. Like you I took a break from the game because I lost interest in grinding. I'd rather do something more meaningful than find items so I can find items faster. Maybe mapping wasn't engaging enough. I like the competitive element of racing but it seems like exercise in execution rather than strategy. Maybe PVP and guilds will hold my attention, then again maybe ARPGs aren't for me. Outgrowing video games happens. GGG is a good company though, on a short list with the likes of Paradox Interactive, so I will continue to support them. On the subject of difficulty
Spoiler
I don't think story mode should be a significant bellwether of build strength. Story mode should be an engaging introduction and, depending on the pace of play, appropriately challenging without frustrating novices. What tools does story mode have to test build strength anyway, 1 shot itemization checks and the occasional avoidable rare pack? It's a recipe for frustration and grinding instead of engagement. Maps on the other hand are well equipped to test character strength, especially if they use affixes to target particular build characteristics.
I admit it is important for story mode to pose some difficulty, enough to measure new builds against, but not for the sake of occupying time. A bad build, likely made by an unexperienced player, shouldn't result in frustration. Rather, efficient builds should be rewarded with expedient pacing while weak builds must take things slowly. Right now weak builds meet a wall and leave players with the choice to respec, reroll or requit. Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056
Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 |
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" The issue is that GGG has a total idiotic expection of timeinvestment a player should put into a character which even tops the grindiest MMOs. A MF run shouldn't take more than 5 minutes on a balanced level period!. But GGG tends to go 10,15, 20 or even 30 min for 1 instance! Of course you won't find anything there if you need 30 min for 1 instance. Just look at the 1.0.0 change. 25% more life in cruel per player and 50% more life per player. Meaning you are at 475% in cruel and 600% in merciless. Does it make the game harder? NO! It makes it just far slower and MMO like. But yeah back to CB scaling, nerf uniques such as Lioneye again and nerf overpowered builds at points what makes them strong and counter them with a far better AI. Countering builds is a good way to make a game harder. For example Spork builds. GGG hasn't understood for CB that Icespear and Spark totems are strong because of Crit. Players who got their perfect character should start different characters. But PoE is a 1 character game. " Not gonna happen, as long there are broken mechanics everybody will use them and it all comes down to EQ again. You need Wanderlust/Dreamfragments to counter cold for example because you still can get frozen in PVP. And I can tell you for sure that the devs have zero PvP experience. " I differenciciate between devs and publishers. There are great studios but sadly they got publishers such as Take2, EA or Activision-Blizzard. The devs took the MMO direction after OB that gonna kill the game. Players got sick of the MMO Genre. Even great names such as D3 or Star Wars result in a fail because of weak mechanics and gameplay. 4 weeks after release the game will be dead again. You can't keep players playing with mmo tactics like 4 uniques a week and 2 poorly designed skills every month. Reacting to feedback is important and that barely happened after OB launch. |
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It is addictive if you choose to addict to it. If you choose not to addict to it, then it is not addictive.
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"The point of addiction is involuntarily craving the experience. You can't truly choose to become addicted to something, you can merely choose to expose yourself to it and give it a chance to addict you. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" Well, I do it a lot. Oh, and I agree with Hillbert. I can't wait till this MMOfication of all and everything finally dies down. But what do I know, Chris and Co know better, it would seem. Last edited by Veracocha#3731 on Oct 23, 2013, 5:02:57 AM
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" How do they know better when they constantly keep increasing monster spike damage to absurd levels along with ridiculous mob hp levels? Closed Beta may have been too easy, but it is ridiculous to believe that it was anywhere near as bad as OB was in terms of the spike damage. Bad builds hit their wall at A3 Cruel, where even a good build would struggle in Merciless without sitting around and farming gear for hours on Ledge/Felshrine (Felshrine isn't even safe anymore due to rock golems). |
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" This is the thing, CB wasn't THAT much easier in general (near the end, anyway). There are some things that are more exploitable than others. Near the end of CB for instance, dual totems were incredibly popular and very effective. Dual totem, tougher/faster/more damaging spell totem and you can cast. Obviously that's going to be OP and make the game seem too easy if everybody uses it. Edit: Add in things like 20k granites, multiple curses with 100% efficacy against bosses. Unfortunately, trying to fix those issues just made spike damage worse in many cases. |
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Granites had only 10k.
Also totems were only that powerful because crit items worked on them making crit builds far too strong. No matter how much you nerf totem. Poor crit mechanics will always finish off mobs. Nerfing totem only results in the reaction players pushing the multiplier a bit higher. It would be far easier to counter totems than creating lazy ass mechanics boosting manacosts into unpayable amounts and nerf used skills. |
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