[feedback] bored to death

1. You can't sacrifice fun because of the balance. D2 didn't do that. Resistances weren't in trees in Diablo games.

2. I can't upgrade something because I know my exact progression from the beginning. Example:

10-15 i will use x boots, y gloves, z helmet
16-21 i will use a boots, b gloves, c helmet

The list continues. Players should only hunt for orbs.

3. Why is it online only game then?

4. D3 is made by a dev team with zero experince on ARPGs and great games.

Check the server load of PVP realms in online RPGS/MMOs and compare them with PVE realms.

5. That's just a plan and it won't happen. You can't make new animations for each attack and each monster death. Especially with one animator.

6. Good to see we're agreed. But boss battles in Diablo games and TQ is %100 more impressive compared with PoE's current boss batles.

7. If you don't see any difference with D3's skills, I can't discuss it anymore with you.

http://www.youtube.com/watch?feature=player_detailpage&v=vHPMoaXnS3Y#t=80s
He who fights with monsters
might take care lest he thereby
become a monster.
Última edição por permaximum#7706 em 20 de jan. de 2012 19:35:05
1. so forcing players to choose items that give bonuses critical to success in a game is fine, but puting the same things in a passive web, is bad?

2. Having item A, with 100 defense, or item B with 120 defense, doesn't really matter. What matters is the mods they have, and the first (even with less defense) can be better then the second, depending on the mods.

3. It's online only so people can team together if they choose, and as a means of regulation.

4. I am really not interested in discussing the merits of D3 (I shouldn't have brought it up) but I am only refering to ARPG's, not MMO's (which this game is not), so which ARPG was made with PvP as the heart and soul? as a side note...

http://www.warcraftrealms.com/realmstats.php?sort=ServerType

http://www.riftstatus.net/

not really notcing any difference, on average, between PvP and PvE and PvP/RP realms.

5. Dismissing something before it happens is always a good policy..

6. how were they more impressive? What was so dynamic and engaging about killing Diablo or Baal or Mephisto? You run in, do damage, chug pots, run out.. maybe take a TP.. repeat till the bad guy is dead.

7. I suppose we can just let this drop then, thanks for the videos.


Anywho.. what we're saying here is I like the game, you don't. I have reasons, you have reasons, but ultimately it doesn't matter.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
Última edição por Wittgenstein#0994 em 20 de jan. de 2012 19:39:25
Good to see you're dropping some of the arguments :)

1. That's just an item game. It's very different from spending a point in the skill tree.

2. Mods scale with item tiers. That's the problem.

3. Then give me an offline option for better gameplay without latency, lag and resync issues. As a means of regulation too. If a game is online only, you have to adjust it properly for the needs of players.

4. Why do people still play Diablo 2 then? To kill Baal 1432432432nd time?

5. It won't happen and I know that. Everyone knows that.

6. I wasn't talking from gameplay prespective.

7. You're welcome.
He who fights with monsters
might take care lest he thereby
become a monster.
Última edição por permaximum#7706 em 20 de jan. de 2012 19:41:52
"
permaximum escreveu:

1. Passive Tree is Failure.

Putting the same nodes at different places of the tree to make it look complicated is a failure. Getting useless/not exciting passives to reach what you want to get in lots of different places is a failure. Because of this sole reason punishing the players who don't wanna take not exciting but necessary passives is a failure. Knowing the fact that you'll suddenly get stronger compared to same level monsters in a Clevel X after you reach a desired node but you have to survive 10 levels is a failure. Passives which don't have any effect on skills are not fun as long as they are not powerful or gameplay changer.


I don't really fully agree here. I enjoy planning a build and figuring out the best skills I will want for a character. How to get what I want as effective as possible. It's a part of the game that takes some real thought. I like that. I do agree that the skills themselves do still need some work. It's being worked on and new things are being added constantly. I'm a big fan of the expanding keystones. They did say they are going to include nodes of more powerful skills, so that kinda plays into your request.

"
permaximum escreveu:
2. Poor Itemization

Too less item types. Magic - Rare - Unique. There are only a few uniques in the game now. More item types such as sets and very very rare legendary items are needed. There are less item tiers. Makes you want to wait for a specific level to use a better gear. Higher tier items with the same type is 90% of a time are better. Means there are no exciting moments if a rare drop's tier is low.

Too less affixes and there are no dramatic gameplay changer affixes. Generally you'll know what affixes you'll see and you'll need.

Need of proper sockets eliminates most of the drops. Upgrading your gear becomes harder with the fact that there are less tiers and higher tiers are better.

Orb system. This is the most important one. The game is all about orbs. Get a white item with the highest tier you can use and make it rare with the orb. No more item hunts. Only orb hunts. Upgrade it's quality with an another orb until you get to next tier. You're done.


I like the idea of incrementally rare items, if balanced properly. I do like the idea of set items, and I guess they are adding them post release...so they will come...

I would like more affixes as well, we'll see if more are added later I guess.

I know later levels when the requirements for a very refined specific sockets and armour, it can get frustrating. I'm wondering if it is related to the lack of a third act.

Yeah, a lot of the game focusses on orbs. I do like that you can really tweak the armour and weapons, but I do wonder if the balance of items and orbs does still need some balancing for the later levels.

"
permaximum escreveu:
3. Grouping

You can team if you want but there is no need for grouping in an online-only game, there aren't any ways other than chat to find a group in an heavily-instanced game, there is a punishment of pure-FFA loot system. There's no proper UI for parties.


Yeah, I'm pretty sure it's still a work in progress. I'd like a friends list, and a better interface and a more refined experience when playing with friends too.

"
permaximum escreveu:

4. PVP

No, it isn't in the game. But that's not a side feature. That's the first feature believe it or not. I can prove it statistically if you want. Most of the players do PVE because of the sole purpose of getting better at PVP.


Well, yeah. It's not ready yet. But it will be. So it's not like it won't be in there. We are in closed beta, so maybe it's planned for the open beta. I mean, GGG are still trying to get the game actually working right? We are guinea pigs. I'm betting when the game goes 'public' for open beta, a lot of what you are asking for here WILL be there...hopefully.

"
permaximum escreveu:
5. Animations.

Monster death and attack/hit animations with less impact have problems. I would solve them by completely changing the way I designed them at the first place. Focusing my attention on the impact and feel instead of getting it look right. Monsters bend like ballerinas and scream like vuvuzelas in Diablo games.


Could you clarify this a bit? I'm not sure I follow where you are going with this...

"
permaximum escreveu:
6. Boss Battles.

Bosses should be given identiy and background. You should feel you're getting close to a Boss (this one is right with Merveil). When you enter his room/chamber whatever, he should say something like "Ah, frest meat", should use terrifying and powerful attacks you won't see in the game and when he's dying he shouldn't just fall into ground. After you defeat a boss you should see environment changes and your character should say something like "Spirits of the damned are now avenged."


I actually mentioned the same thing just today in another thread.

"
permaximum escreveu:
7. Powerful Skills.

Examples:
D1's chain lightning, apocalypse, fire wall etc..
D2's fire Wall, fist of heavens, lightning, tornada, twister etc.
D3's meteor, exploding palm, locust swarm, disintegrate etc.

I can't see even one such a skill in PoE.


So you want more powerful high level offensive skill gems? I would be okay so long as they are balanced and scale properly.

"
permaximum escreveu:
Edit: I should add that I can't see a way for GGG to adress animations/sounds and the passive tree. In the same time other issues have potential to be adressed.


Well, as I understand the schedule is to release in just under a year or so? That is quite a long time to get all this stuff ironed out. They have already made massive changes to the skill tree, and sounds and animations can be added incrementally.
"I would have listened... I would have understood!" - Scion

Have you removed Asus ROG/GameFirst yet?
"
Torin escreveu:
This game sucks. There is so much water in it but you cannot swim.


They are making this game for 5 years now and you come and say something like this.

This is so not fair.
"It feels like holding my breath under water constantly." Me about the limited "life expectancy" of the inventory space on Path of Exile and frequent needs to go to town to unload.
Última edição por Interesting#4599 em 20 de jan. de 2012 19:53:37
@MaxTheLimit

Good to see we generally agree. I was just describing why the game is not fun atm. I know that all of those features will be added. I only gave detailed explanation because Wittgenstein wanted me to do it.

Sadly animations and passive tree concept will remain. This game is F2P and I don't think GGG would like to spend a lot of time and resources just because of them.
He who fights with monsters
might take care lest he thereby
become a monster.
"
permaximum escreveu:
Good to see you're dropping some of the arguments :)

1. That's just an item game. It's very different from spending a point in the skill tree.

2. Mods scale with item tiers. That's the problem.

3. Then give me an offline option for better gameplay without latency, lag and resync issues. As a means of regulation too. If a game is online only, you have to adjust it properly for the needs of players.

4. Why do people still play Diablo 2 then? To kill Baal 1432432432nd time?

5. It won't happen and I know that. Everyone knows that.

6. I wasn't talking from gameplay prespective.

7. You're welcome.


What did I drop?

1. so again, forcing players into items is fine, forcing them into passive skills is wrong. I don't see any difference.

2. So, whats the problem then? You don't like modding an item because you know you'll find better?

3. There are plenty of offline ARPG's, they chose not to make this one of them.. not much else to say. The issues with sync have been vastly improved from what they were (you know this) why do you assume they won't get better?

4. Because it's fun? Is that your point? Well then, I find PoE fun so I suppose.. everything is fine?

5. You don't know that, nobody knows that, you have no reason to assume it won't work, you have no idea how many people they have working on anything, or what there plans for expansion are.. or anything else. this point of yours needs to be dropped, as it's pure speculation. If making purely speculative points is a valid means of argumentation.. then, PoE is the best game ever, everyone knows it, I know it, so you're wrong for not liking it... wait, that's just stupid!

6. what perspective were you commenting on then?

You also seem to be saying that the game can't get better because it is free to play, if that's the case, why are you posting on these boards?

Also.. thank you for ignoring the links I provided that show, contrary to your earlier point, that pvp/pve makes little difference in server populations.. at least on 2 prominent MMO's.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
Última edição por Wittgenstein#0994 em 20 de jan. de 2012 20:03:02
"
permaximum escreveu:

You can't make new animations for each attack and each monster death.


And thats why attack/death animations are things of the past. They dont cut it anymore.

Its all about physics engines. Titan Quest back in the day already had a rudimentary system.
"It feels like holding my breath under water constantly." Me about the limited "life expectancy" of the inventory space on Path of Exile and frequent needs to go to town to unload.
"
permaximum escreveu:
Sadly animations and passive tree concept will remain. This game is F2P and I don't think GGG would like to spend a lot of time and resources just because of them.


That's awfully pessimistic...GGG have come this far, why would they NOT do this? F2P or not.
"I would have listened... I would have understood!" - Scion

Have you removed Asus ROG/GameFirst yet?
There is a difference between making completely new attack animations, and allowing aesthetic changes to existing attack animations.

One is impossible, one isn't. Thankfully, they are going for the latter and not the former.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing

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