The potential of Path of Exile's dynamic content -- End-Game? What End-Game?**

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BrecMadak wrote:
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AgentDave wrote:

I'm not entirely sure what my point is. You don't like D3, but you like the bits that make up D3. *Shrug*

As i said before my suggestions (compiled from yours also) are nothing to do with Diablo 3's concept (after you said achievements) But worse thing is i think you are stuckt within Diablo 3 so i fear i can't help your further about this.

Also, i doubt you will ever understand that randomization is one of the best ever thing that would turn PoE into gold, and its is from Diablo. (if you ever played it..)

Besides, even though i dislike Diablo 3, doesn't mean i dislike everything they brought up 100%. Get it now ?

And yet, you haven't still suggest any valid point regarding how to improve the gameplay replayability value by any means, but trying to tell me that x,y mechanics are already from Diablo 3, and so on, AgentDave.


Dude, relax. Not every reference to D3 is white-knighting, and not every time someone points out something interesting to them is a personal attack.

It is just interesting to me that you feel that the game that did all 3 of those things would be a paragon of the genre, except that that there is a game that does those 3 things, and it's not, in your opinion. I am just pointing it out, and musing over it. In case you haven't noticed, games, game design, and how human thinking interacts with them interests me.
Diablo 3's not original in the slightest many of the things that we wish PoE had from D3, simply fit well into the ARPG, though they were never derived for D3 specially, they just mesh well.

The one thing they shouldn't add is scripted events like in D3. They hurt repleyability. The less specific the content is, the more replayable it will be. Right now there are so many random variables in PoE, that it it's replay value is quite high - I played through the first two acts a bunch of times already.

It really helps that there's no scripted events and the game doesn't guide you by the hand. Yeah, that helps with higher production value, and more entertaining first time, but it doesn't help with repleyability.

More side quests, quests and stuff in the wilderness will help. Right now you can know where everything is, every zone, almost every quest - there is little incentive to actually go fully explore a zone. They can work on this a bit.

Also for the pace at which content will come - I have no idea what their plans are, but common sense suggests that the more content they make, the faster they can make it - they'll have bigger selection of tiles, enemy models and behaviours, and this will help. Using already used models and tiles is not inherently bad as long as the place feels new. ^^
Games were better when devs didn't listen to player feedback.
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RobotPanda wrote:
The one thing they shouldn't add is scripted events like in D3. They hurt repleyability. The less specific the content is, the more replayable it will be. Right now there are so many random variables in PoE, that it it's replay value is quite high - I played through the first two acts a bunch of times already.

It really helps that there's no scripted events and the game doesn't guide you by the hand. Yeah, that helps with higher production value, and more entertaining first time, but it doesn't help with repleyability.

More side quests, quests and stuff in the wilderness will help. Right now you can know where everything is, every zone, almost every quest - there is little incentive to actually go fully explore a zone. They can work on this a bit.

Also for the pace at which content will come - I have no idea what their plans are, but common sense suggests that the more content they make, the faster they can make it - they'll have bigger selection of tiles, enemy models and behaviours, and this will help. Using already used models and tiles is not inherently bad as long as the place feels new. ^^


I don't know about scripted Events... but Scripted bosses is something I want to see.
My idea for the end game
50 Exiles are shipped into an island and must take the giant coconut tree from a giant gorilla.
The gorilla will cover half of the screen and its special attack is it will cover the screen with its fingers so you can't run away from it for 10 seconds.

I'd play it until 2100
Do I get to Jump over the barrels?

And grab a 2H Mallet and Swing it as if it were a twig to smash thy paper thin barrels?

If not... I'm not interested in your Giant non-barrel throwing gorilla fantasies sir.
Last edited by Evir#5190 on May 20, 2012, 6:10:05 AM
Yes, but that would require rebalancing the skill tree to include the seventh character, the Plumber. Might take a while (or, get rid of some dead weight, like the Ranger). =^[.]~=
=^[.]^= 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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Neokolzia wrote:
Do I get to Jump over the barrels?

And grab a 2H Mallet and Swing it as if it were a twig to smash thy paper thin barrels?

If not... I'm not interested in your Giant non-barrel throwing gorilla fantasies sir.


The game engine only allows smashing barrels so no jumping over them. You can still smash barrels with mallet-like tools, though.
Leap Slam.
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 20, 2012, 8:22:52 AM

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