Quitting POE now after the labyrinth

Unfortunate to see someone go, but I definitely understand where you're coming from. In fact, you've articulated many of the thoughts I've had on the new content:

While the IDEA of the trap-filled labyrinth is cool, given PoE's input method, the execution really just doesn't mesh. The point-and-click interface works surprisingly great for action combat, but for twitch-reflex puzzles and dodging? We've had countless prior games to show us that it's often a recipe for clunkiness and frustration.

The Ultima games (most notably, Ultima VIII and Ultima Online stick out to me) have tried a lot of the very same sort of "maneuver around and dodge traps/hazards" gameplay that the Labyrinth introduced, with a mouse-based control scheme... And again, it didn't work out too great. And it's not that the games were anything other than top-tier; Ultima still remains as one of the best RPG/ARPG series ever made, but their "puzzle" content remains one of the black marks on them.

My conclusion is that making such a control scheme designed for action combat work for puzzle-based content just isn't feasible.
Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
Last edited by ACGIFT#1167 on Mar 5, 2016, 10:06:09 AM
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ACGIFT wrote:
Unfortunate to see someone go, but I definitely understand where you're coming from. In fact, you've articulated many of the thoughts I've had on the new content:

While the IDEA of the trap-filled labyrinth is cool, given PoE's input method, the execution really just doesn't mesh. The point-and-click interface works surprisingly great for action combat, but for twitch-reflex puzzles and dodging? We've had countless prior games to show us that it's often a recipe for clunkiness and frustration.

The Ultima games (most notably, Ultima VIII and Ultima Online stick out to me) have tried a lot of the very same sort of "maneuver around and dodge traps/hazards" gameplay that the Labyrinth introduced, with a mouse-based control scheme... And again, it didn't work out too great. And it's not that the games were anything other than top-tier; Ultima still remains as one of the best RPG/ARPG series ever made, but their "puzzle" content remains one of the black marks on them.

My conclusion is that making such a control scheme designed for action combat work for puzzle-based content just isn't feasible.


I agree and when I did the labs on one of my main HC characters, I ended up using leap slam to navigate though many parts of it. Not only can I jump over certainly objects avoiding them altogether, but it gives you much greater pinpoint control. It is needed on the areas with the projectile traps.

For me, some of the traps work, others don't. Certain instances and applications work better than others. I remember an area where these disks come out from under the walls AND there were projectiles too. Was very hard to navigate. I just ended up using a Quicksilver and running for it. Nearly died, but got the job done.

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magiceffect wrote:


Sorry to see you go man, I definately see 2 camps of people, those that can move their character by the mouse and those that struggle with basic movement. The basic movement camp are sadly struggling with the lab


Yeah, I did struggle with it. And my computer is far from being okay for all new content combined (not actual lag spikes, just a complete lack of fluid motion) I guess that's all on me.

But it's not just struggling. As I pointed out, I disagree on more of a theme and style level, as I suppose many ppl will who don't even struggle with it.
Yeah I pretty much agree.

I went to the labyrinth in normal, thinking hey, this might be fun. Unfortunately I lost interest very quickly, I guess it's just not my thing. I decided that it was boring, so I just quit.

I can't enchant my mirrored gloves/helm so I'm guessing once I get an OK boot enchantment, I'll probably never step foot in there again.

The idea sure sounds cool, but it just doesn't feel right. There's something off about it compared to how the rest of PoE has gone over the past 3 years.

(I know I'm not an official supporter but I spent $80 on this game, more than any other game I've ever spent money on)
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Pie_Guy wrote:

But it's not just struggling. As I pointed out, I disagree on more of a theme and style level, as I suppose many ppl will who don't even struggle with it.

Same thought here, it just feels wrong and does not fit in the fast hack and slay arpg POE was before.
German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team."
top2000: "let me bend your rear for a moment exile"
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666lol666 wrote:
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Pie_Guy wrote:

But it's not just struggling. As I pointed out, I disagree on more of a theme and style level, as I suppose many ppl will who don't even struggle with it.

Same thought here, it just feels wrong and does not fit in the fast hack and slay arpg POE was before.


It's more of a Final Fantasy kind of thing, it just doesn't seem to fit here for some reason.
I agree with everything the OP is saying. First it was the Masters being introduced as an "optional chore", now its this manditory chore of a labyrinth to gain access to these op passives.

Above all else we are forced to look at the awful map that hasnt been updated since I started playing this game over 3 years ago. It gives me a head ache its so bad, and it need to be up all the time while going through the labyrinth because Im constantly back tracking.

Overall, these little side games feel like they are coming from the early 1990's and it has no place in an arpg trying to make waves in 2016.

How am I supposed to spred word of a great game to my friends. We've all played this type of game before. Remember the sled level on battletoads, yup, no thx.
Last edited by DrDeathXII#0837 on Mar 5, 2016, 11:51:24 AM
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DrDeathXII wrote:
I agree with everything the OP is saying. First it was the Masters being introduced as an "optional chore", now its this manditory chore of a labyrinth to gain access to these op passives.

Above all else we are forced to look at the awful map that hasnt been updated since I started playing this game over 3 years ago. It gives me a head ache its so bad, and it need to be up all the time while going through the labyrinth because Im constantly back tracking.

Overall, these little side games feel like they are coming from the early 1990's and it has no place in an arpg imo.


The overall question is, could you see yourself going back to the labyrinth for fun once you get your good enchants/passives?

I'm willing to bet the answer is no. I don't even have my ascendancy passives and I am unsure if I'll ever go in there again. I just don't like it.
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zalfargia wrote:


The overall question is, could you see yourself going back to the labyrinth for fun once you get your good enchants/passives?

I'm willing to bet the answer is no. I don't even have my ascendancy passives and I am unsure if I'll ever go in there again. I just don't like it.


Its like WoW raids. no one would do them if there were no rewards.
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Closed Beta supporter who is about to do exactly the same. Move on, new things to do in life.

Still, waiting for all this negative feedback to reach the ears of GGG and do something about it, but if it doesn't...

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GGG, please remember, the largest portion of players (95% or more) aren't the "godlike" no-life gamers with no job and some financial situation that allows them to play 15+ hours per day and find the perfect way to handle every situation you throw at them.

The largest portion are the ones who enjoy a distraction from life, the feeling of achievement when they manage to kill an act boss on their own or get an amazing drop.

Shoving incredibly difficult (one-two shot traps etc.) crappy content onto them = They quit the game and find something else to play which is less frustrating.

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Oh, and GRIM DAWN is out, and so far it feels like a really good game. So ... careful, you might lose your player base VERY quickly with bad decisions.
Never give up, never surrender !

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