Friction is becoming such a boomer thing
" lol you're right on that. i was using the term rather very lazily. [Removed by Support]
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" writing is a way i let off some steam and yes it indeed gave me some happiness. lol reminds me of a saying people used to use. "this is not your blog". in any case, thank you for your well meaning wishes. it is appreciated. seeing what you wrote, i think you've got things figured out and are doing well too. wish i am happy to hear. [Removed by Support]
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" Nah boomers true use is everyone that doesn't get something (including yourself) due to their age if you are not a boomer you are then by default a zoomer ^^ The previous one wasn't living up to its potential, the generation names largely not hitting on the truly formative developmental experiences that separate one generation from the next. |
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" yeah thats how i use "boomer" i dont really care to use the gen z/ millennial etc much in real life. most of the time when its with me and my friends, anyone older than us is by default a boomer, anyone younger a millennial. but we dont actually call people boomers or millennials only except if we want to talk negatively about people. complain about things not the way they used to be/ prefer things hard for the new generation? you're a boomer being not too self aware and only thinking about your POV and only wanting things your way with zero consideration for others? millennial. [Removed by Support]
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You're welcome to be wrong re Boomer. I'm sure the correct response to my specific, factually correct usage of it is 'ok boomer'.
We live in a post-fact world, after all. :) https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable. Last edited by Foreverhappychan on Jul 9, 2024, 5:57:01 AM
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" Omg this. I was truly stunned in the other thread where multiple posters agreed opinions were facts. I get "living your truth" is all the rage, but that doesn't mean you get to question the existence of continents for example lol. "Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln |
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The way I approach this topic is that friction is at the core of PoE design philosophy and is what makes it a standout title in the genre actually. It is not going anywhere in PoE2 in my opinion, quite the opposite.
What I mean by friction is probably different though so let me explain, bear in my that I'm skipping the 'obvious' culprits (aka tedious trading system, loot filtering issues etc.), since I agree that those are outdated design decisions that need to be either scrapped or lessened to a great degree. On the one hand you have systems that make you jump through extra hoops in order to achieve an objective (old sextant and atlas spread mechanics jump right to mind), which take an 'okay' system and make it more cumbersome for very little gain in terms of challenging the user. It takes almost no effort to figure out what you want to do and then an order of magnitude larger effort in order to achieve it. If you want a more modern example, look at graveyard crafting. That's frankly lazy design and a developer should be aiming for the exact opposite. Instead of playing cat and mouse with your players, give them something complex enough where they have to consider several options and once they decide on an outcome, make it very easy to be put into practice (atlas trees are a great example of a positive evolution in that regard). On the other hand however, we have a different form of friction, which I think of as simply the game pushing back onto you. This is 'meat and potatoes' of PoE and what I consider the vanilla to be lacking in great degree with each passing league. If you want a perfect example of what happens when the game doesn't push back at all, look no further than Diablo 4. It does not really matter how many systems they continue adding to that title, because as long as both the itemization and character building portion of the equation have very little impact on progression, the endgame might as well not exist at all. What you have at that point is a mindless grinding machine with very little being asked of the player - you hit a few checkmarks in terms of defences and offences and off you go on autopilot. This is where I think PoE2 will focus all of its friction and why they are okay with pulling back on more tedious design philosophies of the past. How long that will last however is a question for another day, since PoE1 started that way and devolved into its current state mostly due to overwhelming player 'feedback'. | |
" agreed. theres friction that makes you feel accomplished upon conquering and theres friction that exists just to complicate the game. i think the devs themselves are realizing that many old tropes are just unnecessary friction. for example bestiary league where we got our own pokemon system. in pokemon, catching monsters were a core part of the game. you didnt necessarily capture monsters all the time but when you did want to capture one, it is a big part of the game where you need to keep the monster weak and throw balls at em. it felt really good capturing a pokemon in that game. in poe? we capture hundreds if not thousands of monsters. in a single map we might be capturing 5-12 beasts. we dont need to capture all monsters in pokemon and theres no real reason to do so. in poe its different where you would prefer to capture all of em. so instead the entire process quickly felt like a chore. we did not feel too much satisfaction. the devs realized this. this friction was frustrating. i would even say ggg changed their philosophy a lot along the years. metamorph rework, harvest rework. both showed how they reduced the friction. we no longer needed to pick up organs. we no longer needed to plant seeds. the mapping system on the other hand is massive and takes a lot of work but its an example of good friction. its something players can work towards. tho i do have a little grudge for some of the harder to clear/obtain content as the rewards are still good enough that its always better to just pay for a carry to get the rewards. i m pretty sure that GGG has learned a huge deal from POE 1 and are making sure that friction is put in places that matter [Removed by Support]
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" Are we just going to ignore the fact that this is inherently a false statement? Diablo 4's latest season has focused purely on the core of the game itself? LE's Cycles are also moving away from the heavily seasonal changes. Are we also going to ignore the fact that both Last Epoch and Torchlight has a tiny playerbase compared to POE? I am all for making comparisons with things that work but player retention is a valuable metric. Necropolis served as a great example of swinging the pendulum too far into the realm of randomness and it bombed heavily. Instead of focusing so much on borrowed power systems of the seasons there are larger problems to worry about like the gradual degradation of game and server performance that is causing players quite a lot of issues. | |
" i think he was using the term ramping up rather loosely. if compared to POE i would say yeah they are "not as big" but i would argue not tiny. currently i m enjoying TLI a huge lot. to me its POE lite. [Removed by Support]
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