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

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Turtledove wrote:
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Tin_Foil_Hat wrote:

Anyone who has played a platformer wouldnt make the comparison. I have tons of platformers and i still have plenty of original arcade games on cartridge and on disc. No experienced gamer would make the comparison.


I am an experienced gamer and I just made that comparison. That means that you have lied once again!
Youre on par with the shitty gaming review sites like IGN, Polygon, PCGAMER, etc.
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.
So let me see if I understand this correctly. An arpg can have traps, but it can't be all about traps. So if an arpg becomes more about traps then it becomes about killing monsters, Then it becomes another genre, and can no longer be called an arpg?
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Xtorma wrote:
So let me see if I understand this correctly. An arpg can have traps, but it can't be all about traps. So if an arpg becomes more about traps then it becomes about killing monsters, Then it becomes another genre, and can no longer be called an arpg?


What's the golden rule about traps ratio who determine if it's an arpg or not ?
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Tin_Foil_Hat wrote:
quit trying to put shitty fucking tags of what is and isnt something based on your personal opinion.


Said the person who created his own definition of "safe space" based on his own opinion and got proven wrong in the end
The amount of traps does change the gameplay style. At the point where the focus switches from killing monsters to avoiding traps is when the gameplay style switches, at least for me and many others. If not for you then fine but that is the way it works for many others. When in the Labyrinth there are screens full of traps then the focus switches to avoiding traps, at that point in time then the genre of the gameplay style switches from arpg games to be more like Frogger or Mario.
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!
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AceNightfire wrote:
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Tin_Foil_Hat wrote:
quit trying to put shitty fucking tags of what is and isnt something based on your personal opinion.


Said the person who created his own definition of "safe space" based on his own opinion and got proven wrong in the end
Kid, are you serious lmao ?

I already addressed you. But clearly you dont understand the definition and usage of safety, meaning indefinite. You already acknowledged that saftey isnt definite yet here you are trying to say "ha, i proved you wrong! Safe space means this instead!" when it doesnt.

I shouldnt expect much from someone who used a tumblr definition though and thinks that its the more proper usage rather than referring to the sentence structure and word usage, definitions.
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.
I've been gaming the better part of 30 years. When I make the comparison to Frogger, it's because it's just like fucking Frogger. My two best friends and my cousin have all been gaming nearly as long as I have, and they said the same thing. I've played every major genre across every major console and PC since the late 80's. Just because you don't like the comparison, doesn't mean it isn't valid, and all you have done is slung personal attacks against strangers--trying to attack the credibility of people you know nothing about.

Guess what? It only makes you look like the ignorant one, because that's all you have displayed.
Tired of trolls? Ignore them.
https://www.pathofexile.com/forum/view-thread/1473168
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Turtledove wrote:
The amount of traps does change the gameplay style. At the point where the focus switches from killing monsters to avoiding traps is when the gameplay style switches, at least for me and many others. If not for you then fine but that is the way it works for many others. When in the Labyrinth there are screens full of traps then the focus switches to avoiding traps, at that point in time then the genre of the gameplay style switches from arpg games to be more like Frogger or Mario.

Exactly that. Too hard to understand though.
I AM MAD
ZAP!ZAP!ZAP! ME SOOO WIZZARD!
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Albinosaurus wrote:
I've been gaming the better part of 30 years. When I make the comparison to Frogger, it's because it's just like fucking Frogger. My two best friends and my cousin have all been gaming nearly as long as I have, and they said the same thing. I've played every major genre across every major console and PC since the late 80's. Just because you don't like the comparison, doesn't mean it isn't valid, and all you have done is slung personal attacks against strangers--trying to attack the credibility of people you know nothing about.

Guess what? It only makes you look like the ignorant one, because that's all you have displayed.
"Ive played frogger i swear!"

"Oh let me be ignorant and ignore the fact that you have one life while crossing and if you get touched by anything you die!" - Literally you.

Do you die instantly in labyrinth if you get touched by spikes, saws, etc ? No, you dont. See how retarded your comparison is ?

Youre basically saying "oh wow, you have to cross an area, thats FROGGER!" anything in your mind is frogger at this point.

Also, lol'd. "Highly experienced gamer" complaining about trivialities. top lols.
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.
"
Xtorma wrote:
So let me see if I understand this correctly. An arpg can have traps, but it can't be all about traps. So if an arpg becomes more about traps then it becomes about killing monsters, Then it becomes another genre, and can no longer be called an arpg?


It's the perceived focus that matters (in my opinion of course). If players have the feeling the content is more focused around traps then killing stuff, then the traps are the defining feature of the lab and aRPG never had a focus on traps. If, however, players feel like killing stuff is the primary focus of the lab, then this is the defining feature of the lab. Since there are dozens of threads complaing about the traps for several reasons, it is safe to say that for many players, the traps are the defining feature. They dont perceive the lab as an aRPG and more like a "plattformer"-game within poe.

So my personal conclusion is: Some players have the skills to easily rush through the lab. They dont perceive the traps as big hindrances and therefore dont care much for them. But it's still entertaining enough for them. Those players will usually dont perceive the trap-focus I have mentioned above. But those who dont like the traps - either because they lack the skill or because they find it boring - do perceive that trap-focus. In the end that means, for some this feels like classic poe with some traps, for others this feels like a completely different game/genre. And this could be the reason why it is so hard for lab-lovers to understand lab-haters: They perceive the lab in a completely different way.

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