I Can't Do This Again
" well no shit. I mean, isnt that simple common sense? content isnt made out of rubber, it runs out. even on a AAA, open-world RPG, it runs out. and it runs out fast. random-generated dungeons (maps, rifts, whatever) are one of the ways to artificially extend content. " the problematic part wasnt that it was a set of repetitions, it was that there were problems in HOW the repetition was done, mainly packsize mandatory and alt+aug+regal was the most efficient way. " there will never be enough content in any game, period. people play poe for 1k+ hours. come on now, making the content is much harder than actually playing it. and as games cost more and more to make, the length of the content is decreasing, naturally. its sad, sure, but lets be real here- real content in poe ends before maps. so do all other arpgs. " no I did not- you are using faulty logic and incomplete definition. grinding has to have repetition, but just because there is *some* repetition does not make it a grind, no sir. if that would be true, you clicking same icon many times would constitute grinding. and then anything computer related would be...grinding. now I do see a logical problem with what I said and what you quoted, so I'll say that statement was a bit wonky, but it will probably boil down to time investment proportional to average time investment Last edited by grepman#2451 on Jul 20, 2015, 5:44:18 PM
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" You're misdirecting things; randomness = NOT repetitive, because it's something different. Also, the content doesn't run out as fast as you think; actual AAA-open worlds tend to have easily hundreds of hours for a single character, and often allow for replayability by changing how everything functions just by making another character. The fact is, in those cases, the player isn't actually repeating the same task. " That's what made it grind: randomized content isn't inherently "repetitive," because it CAN yield you something entirely different, which eliminates the "repetitive" part of it. " Well, "enough" is a subjective term as you're using it... There's a few other problems with what you say:
" Allow me to copy the definition you'd pasted into your prior post: "repetitive tasks during video games." Even if we narrow it by example, it's clear that "using basically the same strategy over and over again to advance their character level to be able to access newer content" doesn't restrict it to large lengths of time. Example of "little bits of grind" present in PoE:
As it happens, all of the above are relatively minor hiccups; no one is particularly annoyed with them. So it's clear that there's more than one "amount" of grind. By contrast, if one has to drop back to using level 68-70 maps to level in the mid-late 80s onward, (where they will feel a severe penalty to their EXP gains) that is CLEARLY too much grind. It's also "too much" because it's in an unacceptable place: it's forming part of "the bridge" to the end, as described above. Acceptable places, instead, CAN include earlier in the progression for "little grind," because it's not by intention: it's mild blips that smooth over unforeseen (and not deterministic) bumps in the progression. Similarly, at the end of the game... That's mostly a player's prerogative to keep going. However, when the design intentionally gates progression ALONG that bridge, they are artificially extending the bridge's length, and this is the use that is NOT good. My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
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As much as i love my character i'm close to stop playing cause of this unfair map system ! The late game needs consistent progress and not rng ! Totally behind the OP on the whole topic . Can just hope that this issue will be adressed very soon...
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