The potential of Path of Exile's dynamic content -- End-Game? What End-Game?**
Well, we've seen that, to a lesser extent, in this latest patch, with new mobs we'd never dealt with before. The learning curve with Kuduku or Chatters, for example, may not be incredibly steep, but it can be painful. =^[.]^=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/ whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled / =-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie Last edited by Raycheetah#7060 on May 18, 2012, 6:44:26 AM
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I would like to see boss fights with similar mechanics as WoW 10/25man raids.
eg fights with different phases with different attacks. I want a level of strategy required for some bosses. :: sƃuıɥʇ ɟo ʎɔuɐʇsuoɔ ǝɥʇ ɟo ʎʇılɐǝɹ lɐuıɟ ǝɥʇ ǝq plnoʍ sıɥʇ ʎɐʍɐ ʇǝƃ
plnoɔ ƃuıɥʇou ʇɐɥʇ os plɹoʍ ǝɥʇ uı plɹoʍ ǝɥʇ ǝpıɥ oʇ ǝɹǝʍ noʎ ɟı ʇnq :: |
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Keeping in mind the game is meant to be ultimately soloable...
Or would the fact that it is online-only justify areas that demand party play? This opens up *another* space for discussion: what about puzzles where more than one person is required to solve the problem? I'm also thinking about certain situations that call for a certain ability. A giant wall of ice that demands some form of fire damage is an easy example. In a single player game, that sort of thing can really get on my nerves, since it's entirely possible I've built an ice mage. Tough luck there, kiddo. But in an online-only environment, I think it's fair to encourage some interaction between players beyond what is happening now: /players X, to invoke the Diablo 2 command that increased difficulty per player in the game. Path of Exile is online-only...why not take advantage of that as a game, not just as a platform? If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period. |
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This thread is a good read.
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just for clarification, i didn't mean requiring 10 or 25 players, i was referring to the style of fight, with pre determined attack patterns and phases.
but kinda toned down so that they are solo'able. imagine a fight like mimiron http://www.youtube.com/watch?v=ZjecQKcGuD4 or the twin dragons http://www.youtube.com/watch?v=280cUwlzlOg these were selected just because they are different, but there are so many old raid bosses that had fun mechanics. obviously due to healing limitations it would be a tricky task to stretch the fights out to a long duration but it would still be great to see some of the fight mechanics used in a PoE setting. -=edit=- I was just thinking, how about small raid instances that reset every 3.5 days that need 4+ players of a certain level.. kind of like a twice weekly mini raid. :: sƃuıɥʇ ɟo ʎɔuɐʇsuoɔ ǝɥʇ ɟo ʎʇılɐǝɹ lɐuıɟ ǝɥʇ ǝq plnoʍ sıɥʇ ʎɐʍɐ ʇǝƃ plnoɔ ƃuıɥʇou ʇɐɥʇ os plɹoʍ ǝɥʇ uı plɹoʍ ǝɥʇ ǝpıɥ oʇ ǝɹǝʍ noʎ ɟı ʇnq :: Last edited by DasRoach#6897 on May 18, 2012, 7:56:00 AM
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Some of this hinges on making it impossible to respawn instances at will, though.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period. |
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All content should be, at its most basic, soloable by any character. Variables, such as unbeatable rare mobs aside, you should be able to take any build and have at least a chance to succeed. ='[.]'=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled / =-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie |
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" Long duration bosses are possible if they summons minions to allow players to refill their flasks. Also, smashing some weak stuff during a boss fight is always nice, It can get boring to attack a boss for 5 minutes straight. On this regard, Merveil phase 2 is still almost useless, I don't mind the "true form" of Merveil being weak, but this phase could be made hard with the spawns swarming, making it a completely different phase at the same time. Spawns should be ridiculously numerous, like 50, and all blue. I don't know why a "boss" has to be a big fat monster with tons of hp, the same "difficulty" or even more can be achieved with a horde of monsters. The synergy between these monsters can make the battle way more strategic than a single boss who simply has dodgeable abilities or several phases. Build of the week #2 : http://tinyurl.com/ce75gf4 Last edited by zriL#4590 on May 18, 2012, 8:32:05 AM
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Charan, you've hurt my feelings (Or you would have, if I had any...). You don't have time for *me*, but you have time for this??
Tongue in cheek aside, I think you're being idealistic. As I posted in the other thread about reusuing stuff, it's a matter of time efficency. You're still having a new experience when you kill Hillock the second time, because despite him still being Hillock, *you're* not the same. They absolutely will continue to add content - and quite possibly raise the level cap or add to the skill web. But in the time they could eliminate the 3rd difficulty, bringing us down to 2, they could have instead designed 3 more acts worth of locations with 9 acts more skills/items/etc.. It's very easy to rebalance something established to integrate something else - It's perfectly feasible that all of their monsters are designed to scale off of level, so that a level 12 bandit archer could be changed to a level 15 bandit archer without having to touch it's abilities at all - currently, they'd never be anything but 12, but it's a way they could be designing with the long term in mind - and I suspect they are, if they're eliminating a 4th difficulty and rebalancing/redistributing the rest. |
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" Ah, this was just one post at work, bored. An idle thought spawned by another's. I'm still alt-tabbing to my 'real' work left, right and center. It's keeping me from really playing too, so trust me, trying to get through it. OF COURSE I'm being idealistic! I bring balance to a world where realism is the watchword and 'possible' is the perimeter. Without the dreamers, the schemers would never have those one in a million ideas that change everything. Scaling is a naughty word in this thread and I was hoping no one would use it. Behold, the giant elephant farting on the unicorn in the corner of the room. Edit: Game on, Dave. This should be fun. Get more in! If I like a game, it'll either be amazing later or awful forever. There's no in-between. I am Path of Exile's biggest whale. Period. Last edited by Foreverhappychan#4626 on May 18, 2012, 9:17:32 AM
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