Endgame is boring lol

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Delmas wrote:
if you get bored "farming the same shit over and over" why would you be playing the ARPG genre in the first place?


Some ARPGs get it right and have far superior end-games. Torchlight 1 is one, with its endless dungeon (Shadow Vault: I am at level 113 and still playing that game).

P.S. Not saying this game doesn't have a great endgame, I am not there yet, so I do not know how good running maps is. I'm just pointing out that some games have a genuine infinite endgame that does not involve grinding the same place over and over.
Did you know level 91 is the halfway point to level 100? This means that a softcore character dying ONCE at level 85+ can lose many days of progress.
Strange that people expect more when they reach the end of the game.
TFIGEGKTB
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arare wrote:



Maps are very fun.
Problem is, they hardly drop.


exactly, they need to rethink a bit the way maps exist in the world (maybe add some lower level ones to vendors via currencies, and then farm there to get the high level ones etc)
When you judge another, you do not define them, you define yourself
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Glowyrm wrote:


You're saying it's OK for the game to not be sustainable or that it's unreasonable that people expect it to be? I know you didn't come out and say that but that's what it sounded like to me.

This game would tank if everyone bailed when they "got their money's worth". F2P games are built around the idea that you're sticking around for a long time. The things they sell aren't appealing (or worth it) for short term play.

Most people expect to play this genre of game for years to come. It's something GGG obviously knows about and is constantly working on. These types or games, and RPGs in particular, are about doing things over and over to perfect and empower your hero (unless it's a heavy story based RPG, which ARPGs really aren't).

They plan on adding a new Act every year or so in addition to the Races and different Leagues that will be set up, there will be much more to do in the future, it's only Beta after all.


That's exactly what I am saying, people ask for something that is basically doing the same thing over and over then complain it's boring, no shit Sherlock.

They should just charge 40$, then charge us when they create new chapters or make a new game. The free to play and subscription models just breed endless crap content once your character can't progress anymore and loot finding is the only goal for ARPGs and MMOs.

Works fine for stuff like LoL since it's the matches that make it fun and leveling is not that important after a while.

Only endgame that makes sense here is PvP or duel.
If you run maps feel free to waste alchs on it because this greatly improves the chance to get another map in a map.
I wouldn't even call it a waste; the chance of getting another alchemy or better increases dramatically if you add +50% to a map with a alchemy orb. That +86% map I did gave me an exalted orb and a bunch of other stuff in addition to the 6 maps I found

The difficulty goes up a few notches too, of course
Last edited by flavahbeast#1421 on Feb 11, 2013, 1:35:05 PM
accepting the fact (and telling people) that ARPGs are farming-games isn't very innovative, imho.
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens
My QoL List: https://www.pathofexile.com/forum/view-thread/3279646
problem: endgame is farming for maps, not actually doing maps.

solution: buff map drops
Proposal: The map system needs be more like that of Torchlight 2's.

Acquisition: Normal & Magic maps would be split into two types: those that you get from drops and those that are bought from a vendor in the Eternal Laboratory, the only difference being that the latter type cannot be modified in any way (with the possible exception of chisels) to prevent people from simply buying maps & Alching/Chancing them. Rare & Unique maps would continue to be drop-only.

Cost: The prices would be in currency items, and would vary according to how many properties the map has, with negative ones such as "Chaos Damage/s" lowering the price and positive ones such as "+% Rarity" increasing it. Properties that are not inherently positive or negative, such as "Players have Blood Magic" would be considered neutral and not affect the price.

Possible New Map Type: In addition to Normal, Magic, Rare, and Unique maps, there would be a fifth type of map: Unknown. These maps would give absolutely no indication as to what they contain, and would have "Unknown Map" as the name, and "???" in the map type, monster level fields, and item quantity fields. Unknown maps cannot be altered in any way. To prevent players from guessing what kind of properties the maps contain, all of them would cost the same set price.

Feel free to critique. This probably isn't a perfect solution, but it sounds a lot better than grinding so you can actually get to the end-game content.
Last edited by Fridge_Panic#1402 on Feb 12, 2013, 11:01:44 PM
Actually maps are not that fun. It might be because I'm stuck to mainly 66-68 maps (island, dunes, crypt, dry lake, cemetery etc). I think there should be a lvl 70+ area in game (maybe in forthcoming area/ quest), endless maze or tower or even an arena.

Other then that the idea of unique unknown map is pretty good. Nothing is known about then unless u open the map.

[Edit: Or make maps cut throat with an option to join any open maps]

[Edit 2: I never faced the issue of map drops, found some during 3rd act and each map usually drops one or two more maps (these have been 2-3 exceptions where there were no drops)].
Last edited by Sedqal#3618 on Feb 12, 2013, 1:22:51 AM

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