Time invested and game progression
My shock Chronomancer is L93 and completed all pinaccle bosses. Most bosses can be killed under 5-10s and most boss-mechanics can be ignored with time manipulations. However I have decided to stop playing this game; due to time-invested vis-à-vis progression issues.
People play ARPG for progression; either via better loots; or better skills to kill higher difficulty levels/bosses. Players quit when there limited or inadequte rewards. POE2 as of ver 0.1.1, loot from monsters and crafting is non-existent. The only REAL 'loot' are Exalts/Divines. PERIOD. You just buy what you want; rather than getting them via mobs/chests/bosses. However lately the economy has been spinning out-of-hand; with high level items costing 20-200Div; while Exalts are getting near worthless. I'm stopping because the time to acquire another 50-200 Div is just not worth my time; when there are over 15 games sitting in my To-Play library. Another; if not the most frustrating issue is experience loss on death. Again; my character is strong enough that I almost never die. I died maybe 2-3 times leveling from 92-93. However, each death would mean a loss of 2-3hrs of REAL TIME. Most of the time, I die from lag/game stuttering or monsters not being rendered! There's some serious programming oddities in POE2; that in-game graphics and actual gameplay are not be in-sync; this is especially apparent for traps/mobs that were not encountered/rendered before. Once these are rendered; gameplay is fine. Quiting the game/or forced exit will surface these rendering issues again. Example; rotating flame traps in Trial of Sekhemas or whirlpool of rats in Rituals. Because they are not rendered in-game yet; I have died many times before I see anything in-game. How is that acceptable if you factor in xp loss; especially at high levels?! I can understand the argument that 'Deaths should mean something'. But NOT TO THE EXTENT that players lose hours or days of progress! This is akin to games with savepoints; meaning players losing 5-15 mins of gameplay is acceptable. Losing hours or days (once above Level 91+) is unacceptable; therefore I have decided to quit before I go through that frustration. Imagine your developers losing hours/days of work due to server backup issues> THINK about that! Another issue are for players with less-than-stellar game setups (like mine). A juiced-up T1 'Savannah' map can easily kill me while I can fly through a juiced up T17/18 Crypt map. There are too many unnecessary animations (i.e. crawling bugs) or computations going on in maps like 'Savannah'. Optimise or change the way the computations are done; I can feel the difference between a Map with 0 or 8 modifiers; every modifier adds to make the game slower. I'm guessing you have a method/procedure that iterates through each modifier one at a time until all modifiers are done? Last bumped on Jan 27, 2025, 10:02:28 AM
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