Designing an Endgame for Diverse Play Speed Preferences
" People like exchanges, back and forth to take abit of risk and react. And people have varying opinions on what a well telegraphed attack should be. A boss can have an obnoxiously drawn out wind-up that feels unnatural and baits players into dodge prematurally that can feel cheap. POE2 adds to the problem more since they've made death have a serious penalty which makes one-shots feel even worse. And there's the age-old problem if people playing entirely different games as the OP starts with. For Mr.Slow being able to gradually go around and simply not die is good enough. For Mr.Fast if they're not blowing up 50 mobs a second their build must be wrong. |
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" I'm glad you said we had to imagine this, because that is clearly what you are doing. I don't know where people are getting this from other than the Mandela effect. They clearly stated, in almost every interview they've done, that in the endgame the game would get faster and more zoomy. They've never, ever said that the endgame would be slow. This is a figment of your imagination. Last edited by MichaelKnightro#5797 on Jan 16, 2025, 5:53:39 PM
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" Could you carefully describe how this is different to the Mr Slow content I was describing? Is the moniker "Mr Slow" getting in the way of seeing that I meant what you described? The player tailoring their endgame to have fewer mobs demanding greater player skill instead of just having bigger numbers. " For Mr Slow content to give wealth at a similar rate of Mr Fast, "simply not die" would have to be more difficult. And in a way where "just DPS it faster" isn't viable. What design would create such content? That's what I'm trying to gather ideas on. "Fact or fiction, justified or not, it was their expectations going in. They have the right to express what they thought at the time. I'm a lot more bothered that they didn't say anything productive. All they did was focus on the problem and the past. There's other threads to do that, I'd like this one to be forward thinking: where do we want to go? |
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I think the progression is also very important.
If you still move like a level 1 and hit like a level 1, you will get the feeling that you not progressed at all. RPGs have all 1 thing in common, its the journey from the peasant to the king. The game started slow and is now much faster, natural evolution if you stack stats over time. Games like Dark Souls are also way slower in the beginning, but with better gear and stuff your movement speed like your run speed not get faster, but your enemy clear time is. Other wise what is the point of gear or low drop rated items. |
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"Good point, and to that I say: progression can be conveyed in other ways than just clear time. Or more specifically, you don't have to be destroying whole screens at once to feel you've grown from your Lv 1 days. "When I was a peasant, I was beating up slow zombies with a stick. Now I am fighting hulks who are possessed by demons that throw boss-grade attacks and that's just while walking to the real boss fight." If you have PoE 1 experience, seeing a white trash mob named "Forgotten Emperor" is a pretty huge feeling of progression. Now imagine a pantheon-touched, yellow mob of that in an infinite-duration delirium. One target, 6 or so dangerous attacks (that oneshot you if you've juiced the content for more wealth) and possibly defensive mechanics so a zoomy map exploder can't trivially kill them before they do anything. |
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Overall +1.
Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]
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" I think both should be more like in act 1, but i think yellow monsters/bosses are more important. Ideally even mobs should pose a challenge. |
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