[Poll] What is the most important aspect of an ARPG for you?
" I would be happy if loot drops were reduced by 1000x but the items that do drop were actually good. We get constant explosions of worthless garbage and I find it extremely tedious to look through it all. | |
" Isn't that like saying Formula 1 games are about refueling your car? In poe you get loot and currency to develop characters, getting loot and currency to get more loot and currency doesn't make any sense, does it? Perception is reality.
| |
" That's pretty much the premise of most Korean grind games. As well as some notable early MMO's (Such as EverGrind, then later to a lesser extent Everquest 2) Grind for fat stacks, to get more fat stacks. Provided the content is engaging enough that is (Which is a gripe I have about PoE's power levels... Finish character development (Heck, not even that, get like 70% there...) and you basically evaporate most content which is dull as heck) But I guess that's just my thing overall, I don't like getting so OP that I don't feel I can engage content with my character (Probably why I liked GRifts in D3, since even your 100% perfect rolled items character will find plenty of challenging content to do) | |
" What do you mean it doesn't make any sense? It's precisely what you do in this genre. |
|
" This. " And this. " And of course this too. One without the others wouldn't make much sense for me: Build a new character (sonething rather item independent), play as far as possible. Keep all items that could be meaningful for future builds. Once the first character gets boring or hits a wall, build another one based on the stuff I found so far. No trading, no partying except with my better half (for some reason she thinks she owns half of my stash anyway). |
|
I just like trying out new build ideas. Sometimes a character feels finished before maps. Currency is only there to help create a new build, I rarely have more than 20 chaos left at the end of a league.
I'm actually a little disappointed that there are only going to be three new skills at launch. Still the changes to aliments/DoTs will add extra elements to builds I guess. |
|
'Other'
The growth and development of a character over the course of the game. Whether it be through improving their skills, equipment and/or party members, getting new skills, equipment and/or party members or depending on the game, the growth of the main character's personality and character over the course of the game. "Let those with infinite free time pave the road with their corpses." - reboticon
|
|
Trading / Economy / Socialization
In that order "Good thing they nerfed the carto, it wasn't fun to find one in every map." - Haborym
| |
" None of your top 3 are...killing monsters for loot? That's the problem with this game. The devs ( and a portion of the player base) like playing economy simulator instead of killing monsters for loot. Sometimes I don't even know why I play this. I prefer Something like Titan Quest to this. I should be able to farm a location or a boss for a drop. In this game you could play for 1000 hours and not ever see a particular item. The devs value the economy and trading more than game play. It's sad really. Could be the greatest game of it's type. Last edited by DamageIncorporated on Aug 2, 2017, 7:11:17 AM
|
|
" Trading and Economy all entail farming and killing monsters for the epic loot.. that's my point :) "Good thing they nerfed the carto, it wasn't fun to find one in every map." - Haborym Last edited by monkuar on Aug 2, 2017, 7:17:01 AM
|