"Features" I dont understand...

While I love the game and think it could easily be my next obsession, I have a bunch of things that I dont get. Decisions which seem to not make sense to me. Considering how player friendly GGG has shown itself to be with some of the design decisions, I am just genuinely confused.

Spoiler
1. FFA loot system only. My friends are great people IRL, but in games like this are terribly greedy. If I was playing a witch and a unique wand dropped from a boss we all helped kill, the melee player would scarf it up before I got there and save it for an alt. If you dont want to have separate loot instances, at least have a roll system feature for parties, especially for rares and up.

Please take the looting discussion to The Great Looting Thread, so we don't get sidetracked from the other very good topics here. --moderator

2. Completely RNG boss drops. I know RNG is a harsh mistress, but when I kill the Act 3 boss, I shouldnt only get 9 blues. There should be a minimum number of items at set rarities. I mean, it is the final boss in each difficulty. Same thing for unique mobs. Should never drop only whites. At least one blue should be guaranteed.

3. Vendor Recipies. I get the concept. I like the idea. But unless you read the forums or the wiki, there is no way to know they exist or what they are. I wish there was a way to disclose them somehow.

4. Armour and Evasion. In a recent thread, it was disclosed that armor is not a flat reduction in damage. Thats fine, but it is not disclosed. When I see 46% damage reduction, I dont think "except for big hits". Disclosure to avoid frustration. Even a "from standard enemies" at the end would help.

5. Unclear Terminology. If I hear one more person ask if critical strike affects cast spells, or if added lightning damage affects minions, I might scream. I get that some of it is lazy or dumb players, but its also unclear wording.

Anyways, I love the game, and I'll keep playing. Just some things that I dont understand that seem like player annoyances rather than intentional decisions.
Last edited by ionface#0613 on Mar 11, 2013, 9:48:59 AM
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I agree with all points except #2. But all of your points (except #2) can be summarized with GGG doesn't know what 'clutter' actually means and try to avoid their definition of 'clutter' by making everything unclear and confusing as fuck.
Beyond league.
"
SEXYSUPERSATAN wrote:
I agree with all points except #2. But all of your points (except #2) can be summarized with GGG doesn't know what 'clutter' actually means and try to avoid their definition of 'clutter' by making everything unclear and confusing as fuck.


I feel the same.

The problem with guaranteeing 'better' drops from a level boss is that people will then farm it repeatedly. Actually, I don't see this as a problem, it worked quite well in D2.

/shrug
In a very grind heavy game the death penalty equates to...more grinding.
#1 Read the sticky.
#2 The best gear in the game comes from 2 sources: uniques and whites with high base/socket rolls and tons of orbs used on them. I'd rather not see the bosses dropping either en masse. I'd rather see them continue to drop orb fodder.
#3 Some are revealed on the tips screen. The rest are kind of like "experiment and see if you find one". Which is a perfectly fine way of doing it.
Other points...agreed.
In regards to recipes, I like the way they are, they require experimentation - or a quick google search. One of those options I think adds emersion and depth, the other circumvents that but is there for people who do not want to invest the time required. For example, I refuse to read any tips or walkthroughs on any game I ever play unless I get REALLY stuck... will admit that I didn't follow that rule so much with Dark Souls :)

In regards to descriptions, they are wordy and can be confusing, but it is either that or have descriptions on the passives be a paragraph long. However, I think an easier route to go would be that when you hover over a passive it would give you a quick and dirty explanation and then there would be an option "clear here for more detailed information". I have suggested this many times.

In regards to the loot system, I do not like it and I never have (at least we have a timer now, was purely FFA for a long time) and frankly I am at the same time in awe and furious on GGG's unwillingness to change this in the face of -seemingly - overwhelming support for allocated loot.

In regards to RNG, that's the heart of an ARPG IMO. Does it suck to get crap on a boss kill? Sure does.. but it makes the times you get something awesome SO much better. Consider TL2 where upgrades drop like... all the firkin time. It became boring (to me) I couldn't be bothered to check all of those items every single time I killed something, and it made completely ruined the thrill of discovery. Could there be a happier medium? Perhaps.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
Recipes: if it's on Google, no point hiding it in game, at least what has been discovered.

As for RNG, I like it, but keep it in check with certain limitations, instead of just implementing it and letting it run wild.

The passives should CLEARLY be explained. A shift-click (or something) on a passive should link to an ingame database of detailed descriptions and explanations.
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Last edited by Undon3#5633 on Mar 10, 2013, 1:06:10 PM
"
Wittgenstein wrote:
In regards to descriptions, they are wordy and can be confusing, but it is either that or have descriptions on the passives be a paragraph long.


There is nothing wrong with them being a paragraph long. Nothing.

"
In regards to the loot system, I do not like it and I never have (at least we have a timer now, was purely FFA for a long time) and frankly I am at the same time in awe and furious on GGG's unwillingness to change this in the face of -seemingly - overwhelming support for allocated loot.


There is nothing to be 'in awe' of. Game developers are supposed to be the bitches and cave in to what the overwhelming majority want. They are just acting as a whiny kid with their whole 'we want the game to be played in ways [x] and [y] because we say so' stance. Many of their arguments against are also purely with this in mind, somewhere someone from GGG said that they have experimented with multiple loot systems and that it greatly slows down the pace of the game because you want to be killing monsters and not looking at items or posting items in chat to see if your party needs it. A perfectly valid stance if you only play together with friends and have established rules that everyone follows. I'm going out on a limb here but I'm pretty certain that GGG devs don't play in public parties at all or simply have no need for loot due to the ability to generate whatever the fuck they want. Even if all of what I said above is false and they play the game in the exact fucking way as we do then it means that every single one of them simply have a preference or a certain mindset when it comes to looting that the overwhelming majority of the other people playing this game don't have, which is still a problem. They probably run everything smoothly with zero lag as well but two rangers in my party spamming poison arrows or lightning arrows with gmp/chain is enough to make my fps go to single digits. I actually -can't- pick up the loot in time.
Beyond league.
The drop rate from every single boss and unique mob is absolutely pathetic. I would be lucky to even get one rare from non-boss uniques in the game. Hard enemies should give better rewards, but that is simply not true. I always get excited to kill a big unique boss like Kole or opening a large chest, but every single time I get disappointed. About 99% of rares that normally drop are simply absolute crap, and add in the fact that they don't even drop from challenging boss just makes playing through this game one giant disappointment.
I like that you think an overwhelming amount of players desire it to be changed.
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I agree with all of them
IGN gubert

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