Automatic waypoint acquisition is great.

Something that is a really minor thing that was improved this league, but it is much better. Feel good to see the waypoint light when you get it, instead of having having to walk up to it and tap it, and inevitably forget sometimes.
Last bumped on Oct 2, 2024, 1:33:04 PM
the whole purpose of games is to provide opportunities for players to make mistakes.

age and treachery will triumph over youth and skill!
Last edited by vio#1992 on Sep 8, 2024, 6:03:03 PM
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vio wrote:
the whole purpose of games is to provide opportunities for players to make mistakes.



well......SOME games.

There are plenty of games and entire genres that punish you with a full wipe if you make a mistake.

Even in this game, hardcore does exist.
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the whole purpose of games is to provide opportunities for players to make mistakes.


Yeah I reacon there might just be enough opportunity for decision making in this game without needing to decide if you want to interact with a clunky way point.

Do you actually think this has been bad for the game or is that just a general statement?

Decision making is a big part of games, it's not the whole thing. This is not the same as deciding what optimal pathing to take through act two. It's tapping a clunky pop up that can get miskicked even when you don't want to tap it. I think what you are suggesting might make sense in OG POE running races before leagues existed, but there's a whole endgame now. Plenty of decision making to make mistakes on beyond this.

Happy to spark up a debate if people are wanting this reversed, but I think most of the QOL added in the last two leagues has been an improvement. Even if there are some downsides, like you've lost the decision of tapping the waypoint. The main thing I like about it is that it feels smooth. In a game that is often clunky.
Last edited by Belegur85#5784 on Sep 9, 2024, 12:27:55 AM
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vio wrote:
the whole purpose of games is to provide opportunities for players to make mistakes.


Poe must be the ultimate game, nearly every build choice you can make is a mistake.
“We are the race of flesh, We are the race of lovers.”
Been playing though the acts a bit and testing it out. Still think it is great. The radius on the activation is quite small, so to the post earlier in the thread, player still needs to make a conscious decision to activate the waypoint in many cases. For example in sewers act 3, you can walk past it without activating. So if you want to get them, you still have to spend time to go near it. You just don't have to clip into it, so it is much smoother, particularly while in combat. I think it's a great improvement.
Last edited by Belegur85#5784 on Oct 1, 2024, 5:05:23 AM
+1, this league was full of great quality of life changes
“Freedom is what we do with what is done to us.”
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Belegur85 wrote:
"
the whole purpose of games is to provide opportunities for players to make mistakes.


Yeah I reacon there might just be enough opportunity for decision making in this game without needing to decide if you want to interact with a clunky way point.

Do you actually think this has been bad for the game or is that just a general statement?

Decision making is a big part of games, it's not the whole thing. This is not the same as deciding what optimal pathing to take through act two. It's tapping a clunky pop up that can get miskicked even when you don't want to tap it. I think what you are suggesting might make sense in OG POE running races before leagues existed, but there's a whole endgame now. Plenty of decision making to make mistakes on beyond this.

Happy to spark up a debate if people are wanting this reversed, but I think most of the QOL added in the last two leagues has been an improvement. Even if there are some downsides, like you've lost the decision of tapping the waypoint. The main thing I like about it is that it feels smooth. In a game that is often clunky.


it's not "qol" if it removes a chance for players to make mistakes. nothing beats the feeling of seeing the waypoint and dying in front of it without activating it. i really wish that would happen more often.

i think nowadays players never learned how to cope with failing at something, they rightfully see it as a personal fuckup but can't deal with their mistakes. so games make them feel good by provice "qol" preventing them from failing.

it's just wrong and so they never learn and it gets worse. just look at this forum's posts on why this or that is overpowered, gaming newbs never know that games need to provice options for every player to fail.

punishing early mistakes like failing to activate a waypoint is just preparing them for the things to come. every mechanic needs some outcome where you can fail.

the most spectacular poe fail so far, beside getting killed by bosses' corpse explosion sone by a second boss is getting frozen mid air in a leap slam and being killed by a goat.

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tl;dr i want more fails, convincing my wife that i have to play 20/7 to get anywhere in poe does not count
age and treachery will triumph over youth and skill!
Yeah, completely disagree with you. I know what your getting at with people on the forum wanting things like XP penalty removed, but this waypoint activation is certainly QOL.

Don't believe I've ever been in a situation where I was trying to reach the waypoint and fell short. Perhaps from largely playing HC I haven't been in a situation where I was trying to cheese the mechanic, but even from playing SC prior to this change I've never encountered what you are speaking of. I don't really understand why you think that would be good for the game.

I've noticed what you are saying with the new zone respawning. That is certainly cheesable so I can understand if you don't like that.

I'm all for the game being more difficult, but not more clunky. Your entitled to your opinion, but by the kind of logic you're using the game would be better if desync was brought back, because the player had to be quick on reacting to desync with the /desync command and that's all part of the game experience.

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