Another way to play
The idea for this topic started by considering my opinion that most of the difficulty in POE comes from building a character rather than Wraeclast's threats. There is actually a good reason for this, and that's because many people don't like facing challenges from a nemesis that has no intelligence. The threats in ARPGs are generally of this nature, which prevents the appeal from lasting as long as it could with other means.
Therefore, my idea is to shift the difficulty to a place where other players have influence on it. PvP never worked out, but cooperation could. Managing a team and maximizing everyone's potential is a challenge that has persisted throughout history, so tapping in to that space is a great way to extend a game's longevity. Doing so requires some type of content that is different for parties than simply doing the same content as a solo player. Ultimately, your coordination as a team should be the nemesis, which enables the game to be more diabolical because it is only facilitating the coordination nemesis rather than being the primary nemesis itself. The game is already online and has a large community, so finding some way to leverage is a natural boon. Example: Players may visit DungeonyMcDungeonFace which is a sinking dungeon with 6 wings. In each wing there is a randomized powerup globe, which may or may not be mandatory to collect. At the end of each wing is a switch. If everyone reaches their switch before the dungeon sinks into the sand (ie. timer runs out) then a central treasure vault is opened, and everyone can join up there. But a massive boss still guards the treasure, and players need to coordinate their globe powers that they gained in their wing to beat it. In a variation, there are a smaller number of wings so that multiple players can go in each wing, shielding the team from the extremities of RNG. The lasting appeals are these: 1) Team building The timed switches mean the party can only advance as far as the weakest player, so there is a shift in mindset from individual progression to team growth. 2) Coordinating the power globes in the boss fight You get a different power globe each time, so you need to learn how to use each with your build, as well as how to win with the emergent combination the rest of your team got. Even with a great team you will sometimes get powers that don't synergize with the individual's builds, and these runs will provide persistent challenge for teams of all levels. Last bumped on May 19, 2016, 6:01:56 AM
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this sounds interesting in a certain way, but also reminds me of mobas or games like wow, where a single player that fails at a crucial point will screw over the entire team. communities of those games tend to be salty and toxic.
would you think about people who play together who already know each other or would you think of strangers and some kind of matchmaking? |
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so many good idea to the end game content.
but,they are only think about what new skill to add,what new uniq to add,what new "one shot" skill to buff,what skill will be destroy (nerf). XD |
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things that come in mind:
- closed circles of elite players doing elite content with elite rewards - group play only under the condition to be able to nolife the game or at least login at certain times of the day - personal disappointment because of exclusion from groups for various reasons - burnout because of group pressure to play daily or gtfo for me it's already annoying to have the pressure to login daily to do masters, the party limit of 6 is nagging on player's good relations when it comes to who's gonna taking part in the guilds master sharing sessions ... ok, that's me bad talking another idea again, but i honestly don't really like it. age and treachery will triumph over youth and skill!
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Love the premise.
Prob being, it's path of exile. Not path of open easy game to do with randoms. (Diablo 3, your better with a random person afking in town, than playing solo. Not here!) There's also big problems with, cross server. While I do play with USA and Euro people a bit, it's at least 400ms more lag. Which game isn't tuned to. I think the way the game 'scales up' depending on how many people are near each other is much nicer than the 'raid system' in MMO type things. I do really like the 'dailys'. I've got 'slackass' friends/new friends I keep getting to come play the game. So I have different 'dailys' groups going for league and standard, that I set up out of game with friends. I have really enjoyed 'raid' or 'group only' mechanics in games in past (Depending if I play with nice/fun/good people) That 'Lost Ark' game, looks really interesting for the ARPG MMO group play stuff. Things I've seen are a big ice dragon monster, and like 2 players having to go use harpoon guns with chains to chain it down while others DPS it. Anyway, as forced to always play online. It'd be nice to see more done. IF done in a GGGenius correct way for PoE. |
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