The worst piece of content I've ever seen in any game

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grepman wrote:
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Regulator wrote:
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grepman wrote:


this is akin coming to a gay bar, liking the decor and drinks and saying, hmm I kinda like this, but we need to make it a straight bar so the MAJORITY can enjoy it.



Worst possible analogy you could make, or you simply dont know what you are talking about or you dont know what analogies are. Ill include the gay bar example to make it clearer.

I didnt make gay bar analogy with the labyrinth. read again. I made it with the niche game vs casual gamer analogy, where casual gamers want niche games to cater to their needs because of some dumb entitlement.

it had pretty much nothing to do with the labyrinth too

perhaps investing time in reading comprehension would be a good idea.


In a thread talking about labyrinth, quoting quotes that talk about labyrinth. Got it thanks.
Inundated with cockroaches, I am

https://www.pathofexile.com/forum/view-thread/1609216 - labyrinth rework ideas/suggestions
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Regulator wrote:
To make it even more easy to unterstand : PoE is an argp game. Every single poe expansion added power and content than never gated character progression. Then comes the lab that not only gated character progression but put said progression options behind A TOTALLY NEW GAMEPLAY to PoE.


Can you people undestand how this is a bad design idea and implementation? Having a stable playerbase that got into the game because its a fucking ARPG and then punish them by implemnting something so alienating? Is it that hard? The fact that its so divisive alone should tell you that design and implmentation-wise this was the worst possible idea GGG could have. Its a huge FUCK YOU from GGG to every single one.
I get that people who have been around for 3 years might have a complaint about the game adding something different. I don't agree with it, but I understand it. Game that just adds more of the same gets stale. So what about people who started playing after 2.2.0? They didn't get "suckered". From their point of view, the game has always had labyrinth.
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
lol "gated" content.

KK next time you level a character wait 3 months before getting your first two ascendancy points like you normally would in games with truly gated content, then wait another three months, and another three, months to get the rest. Its honestly unbelievable that people have soo little patience and understanding of the word "gated" in gaming terminology.

If 5-15 minutes is "gated" for you then your every day life must be a true struggle, as every single thing you do throughout your day would be considered "gated content" lmao.

"Im hungry but im too lazy to get up and go make something. Fucking refrigerator gating my god damn progression. Fucking stove gating my progression." lmfao.
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 Jan 6, 2017, 7:19:06 PM
Governments gating content too :(
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
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mark1030 wrote:
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Regulator wrote:
To make it even more easy to unterstand : PoE is an argp game. Every single poe expansion added power and content than never gated character progression. Then comes the lab that not only gated character progression but put said progression options behind A TOTALLY NEW GAMEPLAY to PoE.


Can you people undestand how this is a bad design idea and implementation? Having a stable playerbase that got into the game because its a fucking ARPG and then punish them by implemnting something so alienating? Is it that hard? The fact that its so divisive alone should tell you that design and implmentation-wise this was the worst possible idea GGG could have. Its a huge FUCK YOU from GGG to every single one.
I get that people who have been around for 3 years might have a complaint about the game adding something different. I don't agree with it, but I understand it. Game that just adds more of the same gets stale. So what about people who started playing after 2.2.0? They didn't get "suckered". From their point of view, the game has always had labyrinth.


True indeed mark, i would even go and say that there are definately players out there that played PoE for the lab itself and thats great too. And by the recent breach numbers there seems to be a big wave of new players who definately dont know what poe was without labyrinth, its just the core game for them true.

And by any means dont think im against labyrinth existing in poe, i said it so many times, its GOOD that devs take risks and try to go in new directions, it keeps the game fresh, and lab is no exception, im indeed very ok with lab being there as an optional side area for people to pass their time when they are bored leveling, mapping, trading or whatever they are doing. Its a common missconception but im actually PRO-LAB (and no im not kidding), but lab as a truly optional content and thats for one huge(amongst other smaller) reason : the gameplay took a 180 angle turn with the lab with literally no reasoning behind it. What would matter if we could get ascendancy points with standalone izaro fights? or with orbs dropped by izaro? or by fighting hords of monsters or champions in arenas before challenging izaro for the points? Arent all those true to the original game? Would that alianate players you think? Would that be divisive as the current situation is?


The following is part of the feedback i gave before the atlas of world release :
Spoiler
Overall nice job, traps at this coverage/way of implementation are a very nice addition to the game, they make the fights much more interesting, like izaro's 3rd stage or the plaza t14 map boss room- and this is coming from member of the vocal minority. Dont be afraid to use other traps/incorporate them into boss rooms, they add another layer of interesting mechanics to the whole fight. But PLEASE do not overdo it like in the lab.


That to prove that i actually dont mind traps for what they are, but for the implementation and the gratuitous gating of character progression behind content that shouldnt be mandatory - like every other single expansion.

Ill link qwqwqw333_final (alt account definately but he knows what he is talkin about)
Spoiler
When you can do Lab and get the points at lvl 33 or 70, then the game balance is fucked, since you can get to the end game with or without the power those points give.

Lab is optional in this sense, but nobody would consider their build finished without the ASC points, even if they over level and come back when the content is trivial, because the real end game content, is tuned to the most hardcore audience.

Which is fine.

The problem is you fucked 80% of the game content balance, because you know you can't make Lab less optional than this, because then a lot more players that do the Lab at the last possible moment just to get the points, would start joining the haters.

So the result is the game balance is fucked and on the easier side.

If ASC points were properly added into the characters progression, then you could really tune the game difficulty up.

The problem is GGG can't sustain their "we love the lab" stand with the "but you don't really need to do it until you are more than over ready because we know you hate that shit", on a real game balance state that's not a joke.

So If you wanna take the "stop making the game so casual" stand, then commit to it and demand mandatory Lab as a requirement to progress to the next difficulty level. So you can actually know what power level you need to tune your game to.

And then let's see how many players are actually ok with having to do the Lab in order to get the ASC points without cheese. Or really want more real difficulty added to the game.

Inundated with cockroaches, I am

https://www.pathofexile.com/forum/view-thread/1609216 - labyrinth rework ideas/suggestions
Last edited by Regulator#4587 on Jan 6, 2017, 7:33:30 PM
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gathor wrote:
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mark1030 wrote:
So...more/harder monsters in the traps. Got it.

Monsters WITH traps.
So....like the labyrinth? The labyrinth is a set of connected zones that contain both traps and monsters. And there is a much higher degree of monsters than traps.
posting in a vocal minority thread
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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Xavderion wrote:
posting in a vocal minority thread


WHY U BULLY
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
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grepman wrote:
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a) people did not come to PoE to play puzzles. This is not a donkey kong puzzle game, this is an ARPG. So why are we suddenly being forced to do puzzles? If I was looking to spend my free time on Mario dungeon puzzles I will be playing a different game

stop generalizing. you dont know what people come to play poe for. speak for yourself only. the more you generalize and try to speak for others to justify your point, the weaker your point becomes.

puzzles and traps and gauntlets have been present in multiple arpgs over the years. this is a FACT that you cannot possible prove false. if your concept of arpgs only encompasses like 3 arpgs, it doesnt make your statement any more true, sorry. nor am I interested in your vision of what ARPGs should be like.

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b) people are frustrated with the lack of checkpoints. Where a single disconnect erases your whole progress


checkpoints are optional in any game. many niche games have a failure state in which your checkpoints reset. the lab is so laughable that the checkpoint loss is hilarious as an argument of why lab sucks. poe isnt the only arpg that has the concept of a one-access dungeon.

many games that are non-casual require you to replay the entire level, which might be as much as an hour to several hours of gameplay. and they dont let you save/load spam.

if it was up to me, Id make the lab twice as longer and always random on every entry. and remove maps from it. now it would be an actual 'labyrinth' that you actually need to traverse blind. place some dangers randomly in there like invasion bosses with random mods so it becomes actually scary


If you need an essay just to explain your analogy (TLDR) - then it was a bad analogy, or you simply cannot communicate clearly.

Fact remains that PoE was an ARPG without dumb puzzles. So introducing new content, to force players to do something they DID NOT COME to PoE for - makes zero sense. I don't care if some ARPG from 1990s was using puzzles, PoE was not that kind of game.

You can say I generalize, but if I've been seeing these lab threads ever since lab was introduced and people are frustrated because of one / or a combination of the 4 points I mentioned.

And here you are saying you want to make lab even worse - that's amazing. If you like lab then good for you, but fact is there are MANY people who hate it.

There are 200+ threads complaining on 1 piece of content, which I have never seen before happen on PoE forums. Over TWO HUNDRED. That's bad.


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There are 200+ threads complaining on 1 piece of content, which I have never seen before happen on PoE forums. Over TWO HUNDRED. That's bad.


The issue is those complaints are not very general. If you look at them more individual and seperate them you notice that it is actually far less

a) There are complaints that Izaro is too hard
b) There are complaints about trials
c) There are complaints about traps
d) There are complaints about the one try only way the lab work
e) There are complaints about the enchants
f) There are complaints about the length of the labyrinth

So from what you say only points b) and c) are actually part of the issue. Izaro is by all means a regular ARPG boss. That parts of a game have to be done without dying is not new either, Zana missions even introduced this concept to PoE. While the length is a viable complain it is again not something that you couldn't expect to happen, PoE actually is very generous in allowing to play it in short bursts, but that again is not something too usual.

And for trials I am actually fine with that argument. Trials are essentially 90% traps and just enough mobs to refill flasks. The lab however is the other way around. It is mostly killing stuff and normal ARPG gameplay, and having a trap (even though they are clearly seperated from the mobs) every now and then is not something a player wouldn't expect from an ARPG, they just exist. Floor spikes are present in pretty much any ARGP in different amounts. When I started Path of Exile I was actually disappointed that it had no actual environmental hazards like most other ARPGs did. I was used to having Baal blast you in D2 or the ghosts in the Mephisto fight or all the pillars that attacked you or simple floor traps. Path of Exile only had those in the Maelstrom back then and later in maps.

And I would like having the traps woven in more with actual mobs which would also likely help making them a bit more challanging, but right now the traps hurt mobs, so that is hard to do. I like the Chateau areas with the roombas where you can simply dash through and the mobs die to them :P

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And by any means dont think im against labyrinth existing in poe, i said it so many times, its GOOD that devs take risks and try to go in new directions, it keeps the game fresh, and lab is no exception, im indeed very ok with lab being there as an optional side area for people to pass their time when they are bored leveling, mapping, trading or whatever they are doing. Its a common missconception but im actually PRO-LAB (and no im not kidding), but lab as a truly optional content and thats for one huge(amongst other smaller) reason : the gameplay took a 180 angle turn with the lab with literally no reasoning behind it. What would matter if we could get ascendancy points with standalone izaro fights?


I always prefered adding multiple means of ascension. Because I don't see a reason to remove it from the lab. However having an arena gauntlet with similar rules to the Labyrinth and thus propably a similar difficulty would be a cool thing. Exspecially since you could ascend Character A with the Labyrinth and Character B with the Arena. This would add a lot do players having multiple chars, because this arena could easily be filled with more battles over time so that you essentially always get different battles. Because one thing I totally agree on is that sending multiple characters through the lab is a bit boring and while this is true for pretty much all of the game having a totally different way to do ascend would be kinda cool. Of course the gauntlet would be one life only as well, but no traps, straight up brawling. I would argue that the arena should scale up to lvl68 with the player, however normal fights shouldn't be harder than running doing Dominus on level and since Arena fights are much shorter in general if you lose you are not punished that much.

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