Exp loss is dumb [Removed by Support]
" No I'm not missing the point. Different game, different rules : Yes, at some point you can cheat all possible deaths in Warframe. That's a casual game for you. " Pick a 500% Power Dante as your only free pick and spam Ancient specters and crew members and you are good to go. It's still funny that you point out a gamemode specifically oriented around groups. As if they knew it was extremely annoying some week solo if the wrong modifiers were ligning up. "I doubt you can 6x3 Tridolon without Volt" "I doubt you can solo the SP Zealoid Prelate without a mouse." See how self inflicted challenges works ? That's no where how the game is designed. If your idea of challenging content in Warframe is to actually put yourself in the worst position ever (as in, to play solo in multiplayer gamemode, or play without mods, or play with a blindfold), that's exactly because Warframe isn't a challenging game by design. The only challenge Warframe offer is time spent and discipline. You'd know that if you completed your Codex. " Avoiding death because of the harsh punishment is difficult. I'm tired of people saying otherwise. If there were no risk of death, or no punishment for dying, then the gameplay would be even more boring ; exactly like Warframe. And don't get me wrong, Warframe is a fun game : the movement is cool, the modding is cool, the enemies are cool ; but as there is no threat, no risk, no challenge, it's an utterly boring grind fest for no purpose other than just filling your MR with only time spent. |
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" again the "game easy" is just your opinion. the game clearly is challenging enough for the playerbase its fostered. creating challenges for yourself is the bedrock level stuff for good communities. what u gonna say Hades, or Super Mario doesnt offer challenges cause speed runners exists, or wait Pokemon isnt challenging cause of nuzlockers right, im sure the tournment players would love to hear you tell them the game isnt challenging because of that. and please explain to me how death in of itself isnt a punishment then, id love to hear u explain how the time loss in getting back to where u were isnt a punishment and isnt providing its own type of risk reward. Why wont u just admit that you just want death to be supper punishing cause it gives you a sense of accomplishment when you overcome it and has nothing to do with balancing the difficulty or risk reward structure of the game. Also love seeing still intentionally ignore all other loses when you die in maps to drive home your opinion that Exp loss is necessary for the game to provide challenge |
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" Congratulation, you are starting to get it ! That's the whole point. |
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wether he likes the answer or not, skill issue. the wall of text and angry notion he has with it shows he can't even control his temper while typing, it's sad really.. maybe if he'd learn to calm tf down he'd be able to play better.
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there has to be some sort of negative to dying.. Otherwise it promotes not building any defenses which is weird in an ARPG
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Is this a pasta?
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Hahahhhahhaha
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" Lol I was trying to reply when Vash black holed your original comment. The bad grammar is a personal choice to garner more engagement to a clearly inflammatory post aimed at those who refuse to see the point of the currently bleeding players. The game is a bit to punishing in the endgame and while many, myself included, enjoyed the challenge in the main campaign the endgame feels excessively punishing for anyone trying to master the mechanics/Meta that exists there. Myself and many, in my opinion, who exists within the more "games for fun", or Casual if you will, don't like seeing our time invested in our characters essentially taxed through Exp loss, and feel its a bit to hardcore. I'm not suggesting it must be removed or else, just pointing out that in Poe1 it would see a 50% loss in players within a month of new leagues and 70% loss by 2 months, so maybe there should be a version of the game that exists to cater to us. Again not saying either that the only solution would be a "super casual" mode that takes away Exp loss, there have been a few other suggestions in both this thread and others that could make for healthy compromise. My only real issue and the entire point of this post was to clap back at the group of elitist that seem to crop up every time a new challenging game comes out that seem to believe that its for the best the games caters to their ego, even to the detriment of the entire game. I've seen both the casualization and the catering to Hardcore, or better known as the pro scene, kill games and I'd rather not see history repeat itself here like what happened in Overwatch or WoW. The best example of this, actually funnily enough, is Dark Souls. Dark Souls 2 is probably the most challenging, mechanically speaking, of all the Fromsoft games and has many ways the game punishes the player for mistakes. Its also the only one with a Mostly Positive rating on steam recent reviews, and has some of the least amount of overall review, as well as the lowest user score on Metacritic. While neither of those alone are perfect metrics, both combined with overall community sentiments tells a clear message to Fromsoft as well as the boarder Gaming community. Gamers like challenging games but most don't like when the challenge exceeds a certain threshold, even among the hardest core of gaming crowds. Fromsoft listened, and stayed true to there vision, and went on to make Elden Ring, a generation defining game, as well as Bloodborne, another highly accredited game. Even with the missteps that Dark Souls 3 made its the most like ER and still a great game loved by the fanbase. Everyone my have heard Swen Vincke, Larian Studios CEO and lead dev of Baulders Gate 3, tell everyone that he made the games he would enjoy playing at the award show, but left out, and everyone forget, that Baulders Gate 3 sat in EA for almost 3 years while he and the rest of his team listened and communicated with the players (customers) to make the best game they both wanted. Baulders Gate 3 owes much of its success to a leader that was dedicated to a "vision" but most of all to willingness to meet his player (costumers) with were they saw that "vision". An unwavering "vision" can be helpful to game but can also be damaging, especially if everyone forgets that a game is firstly a product designed to generate profit. In the end my formatting shouldn't matter to the point I'm making and it is still the Devs job to parse the general sentiments felt by their customers and act accordingly. My only hope is that they don't stick with the minority of players that play games for the challenge and not the vast majority that play for fun. |
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" yes cause time loss catching back up to where u were, map/currency loss, gear loss, boss loss, citadel loss, all are not punishments clearly. i mean u take away exp loss then what we have to prove our "skill' as gamers by pointing to my bigger level number and going "look, see, im better than u" lol |
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this staff man smh
"buff grenades"
- Buff Grenades (Buff-Grenades) |
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