I want to love POE... please let me be a filthy casual.
" Nothing is flawless. There is a big difference between a game flaw, and changing a game design choice. Think about the reason why respect orbs are a currency in this game. | |
" Then do it. I don't understand why you can't just play. Nothing is hindering that. Shit, you basically need zero knowledge, gear, or whatever to play through the "story" portion of the game. The problem is that you want to play the game casually, but get the rewards/power that comes faster with less casual play and more knowledge. You CAN get everything you want, even casually playing. It is just gonna take you longer. You can make mistakes. You can fuck up your tree. If you do the side quests (which as a more casual player I assume you do), you get plenty of re-spec points to fix your booboos. Playing early content doesn't really require you to have top tier... anything. The most casual players can get through 75% of the content the game has to offer with basically zero investment. As for "elitists"... Are people really elitists if they are just playing the game the way it was intended? If that makes someone an elitist, then there are an awful lot of them playing PoE... U MAD?
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I'm well aware of these systems in the game, and I'm well aware of the original design intention. That doesn't mean the original design intention is the right choice. The unfortunate truth is that GGG agree with this mentality. Despite the many times this has been brought up. That doesn't mean I can't hope they'll realize they would be more successful without this limitation.
And again, I see the merit of having the game work like that... for the people that want it to work that way. Keeping us fools separate from those who want permanency basically mitigates the problem of gameplay issues. As someone that at least seems to not simply be attacking, tell me what the detriment is (aside from a bare-metal cost that would, in my mind, be alleviated by the added userbase) to having a secondary base standard that caters to this style of play? " | |
" Stop hiding behind forcing the burden of proof onto others in your thread, your cheap discussion tactics are not going to win you any support here. Also lets drop the pretenses, you are here to discuss in the same way you approach the game, you aren't going to put any real effort into having an intelligent discussion, you are going to whine and waste your time and the time of others in the hopes that somehow, magically, the situation is going to resolve the way you want. Let me use my impressive powers of foresight to give you a glimpse of the future...it won't. ~ I am Wreaclast middle class and proud of it! ~ Poor investment =/= entitlement to compensation. ~ Build smart, build S-mart! Last edited by Ageless_Emperion on Feb 21, 2017, 3:28:03 PM
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" The cost is the main hurdle. There is no evidence that a change like this would bring in enough revenue to cover the resource cost. just because you say it "could" does not make it true. The graveyard of dead games is full of titles that made the same assumptions. They could make 10, or 20 new leagues to try and pacify every single playstyle in the known universe, but then they would end up in the same graveyard SWG now rots in. I will give you some light at the end of a very long tunnel though. Ask any of the loyal SSF supporters how long and hard they argued to get their own league. This is the battle you have ahead of you. | |
To me the biggest issue your idea poses is that it completely kills the market for leveling gear. Standard is already a sesspool when we are talking about economy. The idea that a player can fully respec their character at anytime (I think that's what we're talking about) really kills the replayability of the game.
Most players in this scenario would level one of every character type and then just respec existing characters to test new skills/builds that arise. This completely melts the economy for everything that isn't end game gear. In Standard, where economy is already an issue I don't see how this helps anyone. Ultimately you would get to a point where mid-tier gear no longer sells OR mid-tier gear would be rarer as fewer and fewer players are grinding for that level of gear. What you pose as a potential "filthy casual" bolt on is more complex than you make it seem. Drastic changes like what you are suggesting really hurts the economy. So in your world of respecs, what happens with regret orbs? What is the cost of a full respec? Free or some crazy amount of currency? All of this matters and your idea isn't forumlated fully. Think about all of the potential reactions to your idea and come up with a logical answer to those questions. For me having respecs (full) becomes a dangerous game because it completely nullifies the need to relevel characters. The issues I posed above become a real threat. Even if you make it 5 exalted orbs for a full respec, players can farm that level of currency extremely quickly with high-level characters. I dunno...your idea doesn't seem fully thought out past the "I don't have time for this game...please code it so it doesn't take as much of my time". Unfortunately the world doesn't work that way. Last edited by Prizy on Feb 21, 2017, 3:32:06 PM
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" It is not an unpopular opinion. This type of post has existed since the game came out. However the response an treatment of those who would like this is always shot down quite violently. I prefer when a game can cater to both crowds. I don't want to take away the way you play the game. | |
" It adds more than just a time sink, it adds "process" (planing and execution). Since you cant just respec on a whim you have to plan your char carefully. This is especially noticeable in HC, where you have to decide various things: do I pick offense next, defense, resists...? depending on your current gear (speaking from a SSF leveling experience). If you could just respec, all those question become irrelevant and the game more boring and easy. You could extrapolate your demand further: why even level, why not have 10X or 100X the XP gain, so that more people would reach their goals faster? Because that would invalidate a lot of the game. Having an additional "casual" league would multiply all the leagues (there will be soon 8!) by two, making them 16. Your best bet is to play in Standard, where you can play a slow long-term grind and respec your chars every three months. When night falls
She cloaks the world In impenetrable darkness | |
I'm content with a lot of the more "hardcore" features of the game such as making passive choices a thoughtful investment or losing experience on death, but there are some features that I think would improve gameplay for people. My main interest is implementing an automated trade system that makes p2p interaction optional rather than mandatory. Leaving your trade experience to the whim of scammers and AFKers is an inconvenience, so making it automated cuts out almost completely. And if you prefer human interaction and haggling, you can still do that.
Making trading more convenient and streamlined would make this perfect for me. PoE players: Our game has a wide diversity of builds. Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! MFers found strength in their Afflictions. They became reliant on them. I am not so foolish. Last edited by Pizzarugi on Feb 21, 2017, 4:15:24 PM
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" Totally valid point about the economy, but if it were in a separate baby-standard that's less of an issue. The main argument I'm getting from the office POE guru is that retention would go way down for users, which is definitely a valid point at well. I still think more users would offset this greatly. But of course, because POE is aging, that might be a less true assumption. Also, my point IS fully thought out. I don't want to change even the standard league because it would affect every single league that every drops back down in to it. Last edited by KAJed on Feb 21, 2017, 4:14:26 PM
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