ProjectPT: "we're not rewarded for challenges...

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Chadwixx wrote:
He also said he liked the small rooms some bosses are instanced in. Worst design in the game since the environment is what makes the fight hard


I might agree with you if the bosses were actually balanced, but they're not. Can you imagine the Museum bosses being out in the open potentially buffed by totems, auras and whatever. Although on that topic, the confined space CAN make it harder in that way and represents being biased in favor of melee for once. No kiting the Museum trio through already cleared hallways - you want to kill them, you have to fight on their terms. Dry Peninsula is another good example of a boss fight that's harder because of locking it in a small room.
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Chadwixx wrote:
He also said he liked the small rooms some bosses are instanced in. Worst design in the game since the environment is what makes the fight hard


Well of course the difficulty of a fight is determined by the combination of the place where the fight happens and the opponent itself. It is all part of the design! That is why you strategically need to use the environment in your advantage.
Heart of Purity

Awarded 'Silverblade' to Talent Competition Winner 2020.
https://www.youtube.com/watch?v=NDFO4E5OKSE
POE 2 is designed primarily for console.
They did put some rewards behind challenging content - such as uber atziri, but then of course they gated the challenge itself behind randomness by making mortal hope a helluva rare drop. Of course now uber is much easier due to the power creep, but if it weren't then the difficulty itself should be sufficient to gate the rewards.

I don't understand this mentality of forcing rng where it doesn't belong. As I've mentioned a million times before, the best rewards should be gated by much more difficult, but freely accessible content like the median XL uberlevels.
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ScrotieMcB wrote:
Good reward design falls somewhere between the extremes of "chess" and "slot machine." Chess is extremely punishing to bad players because there's no randomness and skill is everything. Slot machines do not develop skilled play because there's no skill and randomness is everything.

From the perspective of ARPG loot, the way I see it, a good design is to give even bad players some chance of getting the good stuff, but also ensure that the most skilled play has the highest average value per unit time. This way, everyone has incentive to "git good," but those who are struggling still have a chance.

I haven't played in quite some time, but my memory of PoE is that it's overly random and insufficiently skill-based. Getting good loot from harmless barrels is silly, and speed farming isn't about amassing herds of whites and mowing them down with AoE. Ideally, barrels should drop literally nothing ever and whites should drop so little that the "skill farming" method is to try to ignore them as much as possible, speed-farming magics/rares/uniques instead.

However, it'd be crazy and counterproductive to take that to the extreme of outright denying players of lesser ability by eliminating their random chances. Randomness should be leveraged here.


I think it's nice that barrels and other breakable stuff can potentially hold some valuables. I have got a few exalts from them over the years.
Barrels and other such shit dropping good thangs is a classic to me and my friends. I remember one time a friend turned over a stone and it dropped an eternal for me - and we often laugh well and good when we destroy the barrel and it drops a unique. Love it. Always a good moment even if it is trash we will tell each other because we find it highly entertaining. Naturally we don't "barrel farm", or any other such - it's just a rare bonus.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Last edited by Crackmonster#7709 on Aug 17, 2016, 7:48:20 AM

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