Getting people to want to experience the labyrinth instead of just clearing it
How did you not fall asleep doing that? lol
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Fun fact: The Labyrinth contains bathrooms. It is the only place in the game to have bathrooms.
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in current game the only way to make people 'want' to do something is to make it a better Strand with easier boss
catering to these requests will turn this once tough game into scroller with autoclick.. |
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" Yeah, because look at the skill level used in that video to stand in the traps and laser beam everything insta-dead. Tough indeed. |
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" If I do a lot of lab runs in sequence I have to "relearn" normal gameplay afterwards. For me lab is more like a different game played with the same character. No wonder it's lost, it's in the middle of the jungle!
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" I'm not saying that it isn't quite different from normal play, because it definitely is, what I said was " Worded differently the skills(player not character)/reflexes learned by dodging and playing around traps are very useful when dodging and playing around boss attacks. I was very happy to have a large area to practice these skills, instead of just boss battles, because Labyrinth traps are far more forgiving then bosses attacks. (As you can tell my play style/character build is not of the one-hit kill everything variety). Last edited by CidAvadose#5657 on Mar 30, 2017, 2:43:46 PM
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" I'm one of those folks that have had discussions with you regarding the lab. While I wouldn't describe myself as "anti-lab", I'm part of the demographic that thinks the lab is fine how it is, just take the ascension out and move to another mechanic and truly make lab optional. Lab is great for farming. A lot of stuff drops in lab and the end rewards are great if you are farming items/enchants. It's a pain in the nuts however if you just want to get those ascension points on your character and move on to the mapping aspect. In other words lab is great if that is what you want to do, but it sucks if it's not. Honestly, the ascension doesn't even really feel like it belongs their anyway. It's just sort of "stuck in at the end". I presume this might be the case because it's simply a placeholder for the upcoming content but GGG has a history of making things like this part of the core mechanic, and I, along with a few others really don't want to see this as part of the core mechanic of the game. |
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Personally I agree that the Ascendancy points feel out of place in the lab.
I also don't know anywhere else they should be. GGGs move to the 10 act system where even the resistance decrease where be part of the story-line makes it more important then ever to make something as monumental as the ascendancy points not be given at a level advancement. Perhaps they they should be given at the end of each difficulty (where the resistances go up). However unless they make the bosses before very very difficult (as in extreme difficulty increase) it still wouldn't feel earned (or even make sense without something bestowing it one you). I bet GGG also doesn't know where to put them. Last edited by CidAvadose#5657 on Mar 30, 2017, 4:10:18 PM
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" My experience is very different: Traps are predictable and dont require looking at "tells". The most efficient way of dealing with them is to build so that they can be brute forced. But traps have special rules so building vs traps is different from building vs boss. There are very simplistic special "rules" for dealing with traps - like dont run with a trap. Nonetheless traps require constant concentration. And the most important thing is to always look at life globe. Sometimes the degen traps dont even make a noise which can lead to stealth death if not looking at life. But I already had learned that habit (look at life most of the time) so this was not new for me. New was the hip hop rythm pattern type gameplay. I am not aware of having learned anything notable for boss fights from trap gameplay. Boss fights are more about reaction and traps about prediction. No wonder it's lost, it's in the middle of the jungle!
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I'll be honest, from the details of your comments, you started at a much higher skill level then I did.
I do not really have the reflexes or skill to reach top levels of being reactive. I have to rely on predictive. Running into trap set-ups that I had never seen before and charging into them, then responding to the next trap that wasn't on the screen yet, while still dodging the previous is, at least to me, reactive. I find it more getting used to setting timings. How long does a given action take? Is that long enough for me to dodge out of the way or should I take it and prepare a health potion? As I said before your starting skill level was clearly on a higher level then mine, so I can see why the traps would not teach you the same things as me. Edit: Actually I now realize the difference between what we too are saying. If I have to walk through, stopping often, in a trap gauntlet, I feel like I failed. I ran the trails repeated till I could run through trap gauntlets, only stopping when I am unsure how to proceed. Walking through the labyrinth would be tedious. Also I admit I have the build (since I tend to play adamantine bb-guns instead of glass cannons) that I could ignore most traps in the labyrinth. However I take it as an insult whenever I take any amount of damage and ponder again and again on how to take less. This quick movement at close range, where I am assuming I am taking a certain about of damage and assessing it, it just like fighting a boss as a MELEE character. Bosses get free "basic" attacks against melee characters. Alot of bosses attacks, when in melee ranged, cannot be dodged. Hence as a melee character I am always looking at my health total, just as you described you do in the labyrinth. Edit2: I lack the fine motor control (health reason) to "walk" through traps, hence it never occurred to me that that was an option. I only use an area melee attack (Sweep), because I like the precision control to click on enemies that are moving about. Last edited by CidAvadose#5657 on Mar 30, 2017, 8:36:32 PM
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