It's so BORING to do storyline all over again

So can I have my adventure mode/endelss ledges?
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Excyis wrote:
endless ledges?

To be honest, I'm disappointed amongst the long list of good ideas that are promised by GGG, and then... Forgotten about and never spoken of again, and instead we get various other garbage they invented on the spot instead.

Originally, back before they settled fully into the repetitive nature of leagues, they were gonna take the idea and go crazy... Even allow for people/groups to pay for their own special league (that they could make public or private) with their own rules. (with those that strayed far enough being voided)

And yes, I do think that they should re-visit that rather than this endless (clearly-faltering) push to keep drawing in new players with challenge league after challenge league, each more overdone than the one before; a LOT of people I've known all mentioned that they had similar sentiments to me; that even with Abyss looking better than "Garbinger," the macro-grind was wearing them thin.

Having some more options, like a permanently-available "Endless ledge" would be nice. The lack of broader-scale gameplay options is what's dragged down some other popular F2P games, such as LoL's emphasis on Summoner's Rift being the only serious option.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
I find the Atlas to be anything but "meaty". Its just dull, grindy and unstructured.
I suspect that the only thing stopping a lot of people discovering that they are bored with the Atlas as well is that they have to do the story line first.
While adding in a new way to get to endgame would be a temporary fix, it will quickly grow stale for anyone who has sunk 100s of hours into the game.

Its great that people want to play the game more, but there is no easy way make the game fresh again without GGG making a huge pile of new content (which they just did for 3.0).

Now looking at many of the posts in this thread, it appears there are a couple of underlying issues that GGG should look into.

Firstly: The game begins at endgame.
This is well known and actually a major problem causing lots of issues. Sure, they could just add a way to skip to level 68 and skip the entire campaign but...
All the effort put into half of the game is now wasted.
New players continue to quit the game because the campaign is dull and the game starts slowly.

Secondly: Builds that work fine in the campaign fail miserably at endgame.
And how does skipping quickly to end game fix this..?
Well it doesn't. You just find out faster and get frustrated faster, while skipping the part of the game that would allow you to have fun with the build before it breaks.

Now if these two underlying issue were actually corrected:
People would be spending a bit more time in the endgame relative to the campaign as they wouldn't discover the character they just levelled can't survive the Atlas.
Playing the campaign wouldn't be as tedious as it wouldn't be simply a timesink to gate endgame.
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Turtledove wrote:
I enjoy running through the story line and do all the quests, even the dumb optional quests to get a useless helmet or ring or something. I really don't understand why people don't like the idea to make it optional though? I mean what is the problem with letting people play the game the way that is most fun for them?

It doesn't make since to me that you would dislike the option. If you hate the idea of not doing the story line when it's optional then always do the story line!

I played D3 for a few months prior to PoE release 3.0. I found it fun and refreshing to have the option to sometimes do adventure mode. It didn't hurt anyone. It made it more fun for me.


It boils down to self interest. Players who like the campaign, do not want to be disadvantaged if the adventure mode turns out to be faster at leveling to 70. They do not want to lag behind just because they chose to stick with the campaign.

My solution is just to make them equally efficient. It's not hard to do.
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HousePet wrote:
New players continue to quit the game because the campaign is dull and the game starts slowly.

I've actually yet to really see many of the new players having that much of a trouble with the "dullness" of it. Granted, there's been SOME talk of how slow it can be, but it doesn't appear to be a particularly serious issue, especially after repeated passes to slim down the amount of time (and especially backtracking) necessary to get through the first few acts.

Compared to 1.0, Acts 1-3 have... Added one new zone (The Northern Forest) but subtracted eight. (The Coves, The Darkwood, The Warehouse District, Slums Sewers, Marketplace Sewers, The Sewer Waterway, Lunaris Temple 3, and The Hedge Maze)
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
Adding in a different way to level up to maps would probably do quite a bit for player retention.

I'm in favor of it.
Now that prestige classes will finally leave lab in 4.0, will GGG get it right this time or will they find new ways to repeat old mistakes?
Since you don't have the patience to catch new things each time around try this trick: join parties with the word "fast" and "go" in them so they can portal you quick and finish an entire act in about an hour (or this one guy who got to act9 in two and a half hours). Thats how you bypass them
And, by the way, dont talk like campaign is awsome. It maybe ok at current state, but go play Dragon Age: Origins, thats how story should look like. So even in theory - storyline cant be the strong part of this game just by default. When I did it first time I was not pleased at all.

I decided I cant play PoE intensely for some time before something about obligatory storyline will not change, and will not buy supporter packs, unfortunently.

Playing Warframe now, thats example of some good approach. You are doing storyline one time, then you are free to grind, explore, experiment, build and so on.
dead game
bring back 3.13
Last edited by Tainted_Fate#2799 on Dec 22, 2017, 1:43:55 PM
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Hayrich wrote:
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Turtledove wrote:
I enjoy running through the story line and do all the quests, even the dumb optional quests to get a useless helmet or ring or something. I really don't understand why people don't like the idea to make it optional though? I mean what is the problem with letting people play the game the way that is most fun for them?

It doesn't make since to me that you would dislike the option. If you hate the idea of not doing the story line when it's optional then always do the story line!

I played D3 for a few months prior to PoE release 3.0. I found it fun and refreshing to have the option to sometimes do adventure mode. It didn't hurt anyone. It made it more fun for me.


It boils down to self interest. Players who like the campaign, do not want to be disadvantaged if the adventure mode turns out to be faster at leveling to 70. They do not want to lag behind just because they chose to stick with the campaign.

My solution is just to make them equally efficient. It's not hard to do.


You have a point. I'm part of the probably 99%+ of the player base that doesn't care about ladders or early market advantages or any of that and just plays for fun.
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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ACGIFT wrote:
I've actually yet to really see many of the new players having that much of a trouble with the "dullness" of it. Granted, there's been SOME talk of how slow it can be, but it doesn't appear to be a particularly serious issue, especially after repeated passes to slim down the amount of time (and especially backtracking) necessary to get through the first few acts.

I don't have stats either but anyway, wrong sort of slow. Its not the speed of clearing acts that is the issue, its that mechanics don't happen or have use until late game. So new players are seeing a watered down version of the game that relies on RNG to show them some of the interesting mechanics that exist.

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