Over 430 threads discussing labyrinth problems with over 1040 posters in support DONE!!!!!

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mark1030 wrote:
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Turtledove wrote:
It is a different genre, I've said this a million times before, a few traps here and there do not make it trap gameplay. It is still arpg gameplay with some traps in it. When you have screens full of traps then the gameplay is trap gameplay not arpg gameplay. This is a different genre, more like mario or frogger.


Can you link the paragraph in the International Association of Video Games bylaws that defines aRPG and sets a limit on the number of traps allowed to qualify for the genre?
Its hilarious really. Award winning ARPGS are somehow "no longer in that genre" when its brought to attention they had traps in them.

These kids have never played a single platformer and yet theyre comparing a platformer to an arpg saying the gameplay is the same.

Their opinion is immediate invalidated with such hilariously poor comparisons. But i guess i shouldnt expect much from people who literally complain for a living.
Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
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AceNightfire wrote:


No ones saying that traps dont belong into aRPG. It's the way the traps are deployed. Sometimes rooms full of traps and you cant even see the ending. You cant predict the trap layout since you can't see them, so you have to go in and hope the trap layout ends very soon or that it is easy to predict while you're navigating through. Your video just shows a level with some scattered traps. Deadly, yes, but easily avoidable. That's the difference.
"Its the way traps are deployed"

All trap layouts are static, they arent dynamically generated. Theres also room between traps to stand safely, its not a valid complaint to say "oh i cant see everything!".

Random well hidden traps scattered throughout actual gameplay is somehow less deadly than static traps that dont change and are blatantly in view ? lol'd

This thread is getting really hard to take seriously.
Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
Last edited by Tin_Foil_Hat#0111 on Jul 24, 2016, 12:33:13 PM
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Tin_Foil_Hat wrote:
Its hilarious really. Award winning ARPGS are somehow "no longer in that genre" when its brought to attention they had traps in them.

These kids have never played a single platformer and yet theyre comparing a platformer to an arpg saying the gameplay is the same.

Their opinion is immediate invalidated with such hilariously poor comparisons. But i guess i shouldnt expect much from people who literally complain for a living.


I explained multiple times what's different about traps in D2 or T2 and PoE. Here:

No ones saying that traps dont belong into aRPG. It's the way the traps are deployed. Sometimes rooms full of traps and you cant even see the ending. You cant predict the trap layout since you can't see them, so you have to go in and hope the trap layout ends very soon or that it is easy to predict while you're navigating through. Your video just shows a level with some scattered traps. Deadly, yes, but easily avoidable. That's the difference.

Furthermore: PoE and other aRPGs are all about killing monsters. Implementing obstacles like traps while doing that is perfectly ok! These traps are avoidable, but makes positioning harder. If you dodge an enemy attack, you might run into a trap if you are not careful. The difference is however, that in PoE there are sequences of traps that have nothing to do with killing stuff at all. Only traps, no monsters and even if there are monsters, it's mostly like 5 skeletons who randomly walked into a trap sequence. So the focus of the lab is shifted from killing monsters to dodging traps. It's a different genre, that has not much in common with your named aRPGs.

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Tin_Foil_Hat wrote:
"Its the way traps are deployed"

All trap layouts are static, they arent dynamically generated. Theres also room between traps to stand safely, its not a valid complaint to say "oh i cant see everything!".


Wrong. There are trap layouts that dont offer any room to stand in. For example: a layout consisting of many spiketraps and blade sentries in a corridor. Saw that many times already.
Last edited by AceNightfire#0980 on Jul 24, 2016, 12:37:11 PM
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AceNightfire wrote:


Wrong. There are trap layouts that dont offer any room to stand in. For example: a layout consisting of many spiketraps and blade sentries in a corridor. Saw that many times already.
Not sure if serious or trolling.

Please post a screenshot of said corridor with no space and bladed sentries with spike traps.
Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
"
AceNightfire wrote:


Wrong. There are trap layouts that dont offer any room to stand in. For example: a layout consisting of many spiketraps and blade sentries in a corridor. Saw that many times already.
That's actually one of the easiest traps to get through. The speed of the sentries is constant and timed such that you cross the spike row, run between sentries in the same direction while waiting for the second row of spikes to drop. They drop before you get to the wall. So you cross the spikes and run in the other direction between sentries until the 3rd row of spikes drops. It's literally one of the easiest ones to figure out the timing.
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
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mark1030 wrote:
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AceNightfire wrote:


Wrong. There are trap layouts that dont offer any room to stand in. For example: a layout consisting of many spiketraps and blade sentries in a corridor. Saw that many times already.
That's actually one of the easiest traps to get through. The speed of the sentries is constant and timed such that you cross the spike row, run between sentries in the same direction while waiting for the second row of spikes to drop. They drop before you get to the wall. So you cross the spikes and run in the other direction between sentries until the 3rd row of spikes drops. It's literally one of the easiest ones to figure out the timing.
Not sure what trap exactly you guys are talking about, i speed run and traps are trivial.

Is this the room youre talking about ?

Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
"
AceNightfire wrote:
Removing the AC points from lab wouldn't let me stop hating the lab.
That was the point I was trying to make. All the complaints are pretty much the same complaint. Here are your 7 listed complaints:
1. Traps
2. Performance issues (which I conceded was a valid concern)
3. AC points require it
4. Traps
5. Traps
6. Dangerous and might die
7. Boring

All except 2 and 3 are subjective and boil down to not liking the gameplay in it. Some of your complaints are even contradictory. Seems like boring and dangerous are opposites to me.
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
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Tin_Foil_Hat wrote:
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mark1030 wrote:
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AceNightfire wrote:


Wrong. There are trap layouts that dont offer any room to stand in. For example: a layout consisting of many spiketraps and blade sentries in a corridor. Saw that many times already.
That's actually one of the easiest traps to get through. The speed of the sentries is constant and timed such that you cross the spike row, run between sentries in the same direction while waiting for the second row of spikes to drop. They drop before you get to the wall. So you cross the spikes and run in the other direction between sentries until the 3rd row of spikes drops. It's literally one of the easiest ones to figure out the timing.
Not sure what trap exactly you guys are talking about, i speed run and traps are trivial.

Is this the room youre talking about ?

That's the room I was talking aout. It sounded like what he was talking about that room from his description. But I don't know for sure. It's actually the room most deserving of the comparison to frogger.
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
Last edited by mark1030#3643 on Jul 24, 2016, 12:58:39 PM
Ah, yeah i thought so.

See the thing about "Frogger" is you have one life if you soo much as touch anything that would kill you. Not the case for Labyrinth. The point could be made if any trap oneshot you but they dont.

Yeah that trap room has plenty of space to move around. You dont even have to follow the sentries you can run through them or hop over them and completely avoid the damage.

Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
Labyrinth complaints will go the way of experience penalty threads.
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942

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