It's so BORING to do storyline all over again

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Shagsbeard wrote:
It's not mandatory. You can play other games.




thats totally you in a few years shags lol

I dont see any any key!
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Hayrich wrote:
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kolyaboo wrote:
What did you do before the new acts? Now, that was boring doing same stuff over and over 3x. We were used to it but the new acts with one pass through is so much less boring.


You might also realize PoE ripped this off Diablo 3. D3 had the normal, NM, hell and inferno difficulties before streamlining them into one playthrough.

I think people need to be more objective when it comes to improvements. Sure, D3 isn't the game many hoped for, but it's not all crash and burn. Just because D3 has a feature, doesn't mean that feature is bad. Some people played D3 once in 2012, hated it and left, and continued to slag it for the next 5 years without knowing what has been going on.

When this so-called improvement (adventure mode) is part of what made some of us quit D3... yeah we have reasons not to want this in PoE.
Last edited by AsbelFar#6192 on Dec 19, 2017, 2:36:05 PM
Well, one play through is in PoE whether you like it or not. I think it's an improvement. I didn't play D3 way back when (but of course I did D2).

In any event, it is NOT going back to norm, cruel, merc. That I can promise.
Censored.
Last edited by kolyaboo#7295 on Dec 19, 2017, 2:41:58 PM
If you learn to rush and stay 2-4 levels ahead of zone, and you start with 10c or so of currency for trading, you can reach endgame in a couple hours solo.

So while I concur with your initial statement, maybe try completing the storyline as quickly as possible?
--
I don't have alpha access, that was a LONG time ago.
Last edited by Zakaluka#1191 on Dec 19, 2017, 2:41:21 PM
if It's so BORING to do storyline all over again, how about It's so BORING to do storyline all over again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again
and
again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again








and
, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again, again
It's so boring doing the same shaped maps over and over and over. I want more content developed so I can level through a story arc with quests and lore all the way to 100.
Spoiler
Kappa?
"We were going to monitor the situation but it was in the wrong aspect ratio."
I dont have any propositions. I'm not some game designer or game developer, so I cant say how this problem should be solved. I am a player and I go to forums and give a feedback to developers, just saying that doing same storyline is boring. Thats all I can do as a player. I see that many players act like they are hidden talents but I dont think I can do better job than some qualified game designer, its up to them how they fix things, my mission is to tell what I am expiriencing and my feelings.

Story is good when introducing players to the game's universe and as some basic tutorial. Its not good as a repetitive thing, and guys who tell here in topic that they grind 3 acts some time before and they enjoyed it, I must say, no, you've enjoyed PoE DESPITE bad game design, thats it.

First what players should ask themselves is "what I like to do in PoE the most?". Certainly its not doing same quests over and over because you cant move on and proceed without doing them. For me its creating character, messing up with the huge passive tree, choosing classes and builds to create, killing mobs and figure out more interesting ways to killing them, leveling, getting loot, gearing up, combine gear with build. Forcing to do storyline repetitevly imo is just spoiling all precious things this game has and majority of people play PoE despite this messed up obligatory storyline thing.

Passive tree, gear, classes - players already have some room to improvise inside their characters, Atlas gives an option to improvise "outside" of character, modifying outward things. Obligatory storyline is unnecessary here, all whats needed is to expand borders: more skills, passives, classes, items, mods, mobs and, of course maps.

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nskLantash wrote:
Or have i missed your point, and you're actually arguing for the removal of the leveling process altogether?

No way. Boosting as in D3 is the worst thing could ever happen to PoE. I love leveling. Question is, HOW you level up. If you level up while you are doing what you decide and while you enjoy the process (like leveling during Atlas), or while are doing obligatory things that you already done many times and sick of it (storyline). Playing storyline over and over again is like walking a very narrow coridor with all doors closed.

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MBQ wrote:
People complain about everything these days, so the forum will be flooded with posts saying that someone had the chance to get better gears way earlier than them. How will your gears and skills look like? Does your character start at level 68 and your selected skill gems at level 15? Or 16? How do you decide that? Or if you start at level 1 and go to atlas, how do maps adjust to that? And I'd like you to be very specific on that last one, because the way I see it, finding balance in 160 maps is pretty hard right now already, with people running literally thousands of spider forests in a row.

Why D3 nephalem portal idea is bad? Players start at chosen personal hideout and at level 1. They receive not a Map Device, but Map Research device. When you enable it, it generates map for your character depending on your level and you can use orbs on it, maybe it will spend some kind of resource, maybe not. Yes, this would look like nephalem portal from D3 (im not D3 fan, but its not a bad thing to admit some good decisions). Anyway, guess what game designers who get payed on full-time work can invent? I think they can invent much more.
dead game
bring back 3.13
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AsbelFar wrote:

When this so-called improvement (adventure mode) is part of what made some of us quit D3... yeah we have reasons not to want this in PoE.


Diablo 3 only got rid of the difficulties because Inferno was too hard. Their 'solution' was to add semi-random (but not really because you see the same exact map layout three times a day) adventure mode with endless power creep, endless difficulty progression, and endless leveling, none of which belong in an ARPG. Those belong in an MMO

Hopefully GGG never changes this. The fun in these games should be trying new characters. It's pretty easy to skip all the story content and pretend it's just a weak map.
Sure. But that is also what tabula etc are for. Goes way quicker
Here's the way I see it (YMMV)...

Story mode is testing ground.

You start a new League with a build you KNOW can do most content reasonably well, and fairly smoothly and quickly. This is the one you make fast first week or two progression with, getting all those low level leveling uniques, and stacking mats as much as possible.

Then, you go and start a new toon, presumably with unfamiliar/untested/new-to-you skills, with your already acquired leveling gear for the bumps, and use story mode to test the viability of your new build. You know approximately how much defense/offense you need to do each part of story mode, you know where most paths lead, you know the quests, you know the bosses, you know the ways and means of progression (this is the part you find "boring", but, in my opinion, you're just looking at it wrong). Having this "controlled" atmosphere to level a new build in is kinda core to the development of self-built characters. It allows you to test, in an environment and against monsters that you know reasonably well, just how good/weak/capable/OP your new build is. And, by the time you get back to maps, hopefully with a build that has the weaknesses bolstered and the power amped, you will know which maps are good for your build, or NOT good for your build.

Story mode is there to be used. It is there so that with each build you decide to run, you know not just the gear you need, but the rhythm of the stroke for how to PLAY each build, so that when you get to maps, you can really cut loose and stomp mudholes in some monster ass.

This is the GGG idyll for the game.

Of course, none of this matters if you are just doing the "meta", just running some random build that you saw work on youtube. If that is you, then yeah, story mode is just something you have to wade through so you can go buy the maps you want to run, and grind the maps/bosses/treadmill that you have fun with. And there's nothing wrong with that.

BUT, trying to have the game changed to solely fit this play style seems... selfish.

My 2p.
I am quite frequently not so miserable as it would be wise to be - T.H. White

As playtime approaches infinity, access to content approaches unity.
- Azraeil (2014)

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