If you're bad at video games you shouldn't review games at all.
This thread is the prime example why the PoE playerbase is so toxic.
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" It's much better to warn someone of the dangers of sticking their hand in the power outlet. If a young kid (inexperienced, not having a clue) aims to do so, a slap on the hand and a warning is usually proper. If they end up doing it anyway, the punishment is self earned. Instead, there is a lack of warning, and there's arrows pointing to it making it interesting. On mods, there needs to be even more reduction, while I understand your view of fun for the vets. I don't see a solution other than splitting the challenge for the new and for the vets otherwise. But when it comes to storymode (non-optional), I value new players over vets, as the end game is all for vets to hit. Splitting it up would also open much more design freedom to serve either. Path of Exile is promoted publicly and aims to gain a wide audience. I feel it is not more niche than any ARPG in its presentation/promotion. Additionally, storymode is not the entire game, it is a small portion of it. I never said the whole game has to be noon firnedly (noob friendly?). The start of it has to be. The end game can be as hard and unforgiving as vets desire. Cheers edit: typo Did you try turning it off and on again? Last edited by kaepae#2068 on Aug 23, 2018, 4:35:10 AM
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" 75 hours of toxic HAHAHAHAHAH with 2 dps sunders takes him like 3 hours to kill kitava HAHAHHAHAHA yo yo he probably died like 500 time hahahhaha Dys an sohm Rohs an kyn Sahl djahs afah Mah morn narr Last edited by Coconutdoggy#1805 on Aug 23, 2018, 4:38:22 AM
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" better in what way? We were talking about learning quicker. There is no quicker way to learn then by failures in trial and error. Being told that there's a danger is not learning. It's just told to you and you believe it and regurgitate. A lot of times not knowing why it doesn't work. VS this approach: https://m.youtube.com/watch%3Fv%3DsBffNiUOeiA " Sorry, but the idea of having warnings on anything that can hurt you in a video gsme is so absurd to me its hilarious. It's some of dumbest shit I hear about gaming. It's people saying it'd be cool if player was warned about merveill cold attacks. No it wouldn't. The game would just tell you to do something and you'd do it and follow the example. It's dumb. You don't actually learn shit. You learn to follow what the game says. Vs you go in, try the fight, get wrecked, start thinking what skills she uses and how you can get stronger(hint you have resists and that skill skin looks like ice). By trial and error and dying you learn shit. You don't learn jack shit from warning aside from blind following " As opposed to privately? Any niche game is promoted publicly too. "maybe now, but when I joined poe it was promoted as "the hardcore arpg you've been waiting for" "yes I've meant noob, I don't like typing on phone "why does it have to be? This is said with such convincement, its absurd to me. Any game can be as non noob friendly as it desires,and I don't see why it has to do something. A game doesn't have to have a tutorial. A game can tell the player to learn how to swim by throwing him into the water. And it will be the quickest way, again, unless he panics and drowns. Since it's just a video game, a drowning person can be treared like Apollo creed. If he dies he dies. This universal standard that rose out of new generation gamers, encouraging of extreme handholding and coddling of new players, is why niche games are dying, again. Last edited by grepman#2451 on Aug 23, 2018, 5:01:20 AM
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If you're bad at singing, you shouldn't judge singing at all.
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" not toxic enough to dissolve you “Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens My QoL List: https://www.pathofexile.com/forum/view-thread/3279646 |
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" 99% of games out there do this. Make the game easier and more streamlined for new players. Can we not have at least one game that doesnt do this? Learning from dying over and over again is fun for some people, can we please have at least one niche game made for these people? This was pretty much the entire intended design direction for the game that they said over and over from the start, that wraeclast isnt a forgiving place. Its like taking one of those weird experimental movies and being like, hey can we streamline this and make it make more sense for mainstream appeal? Theres a million movies like that, let the people who like this one enjoy it in the niche style it is and stop trying to change it into something else. Plenty of other games/movies to enjoy. A game doesnt have to be for everyone and thats okay. Last edited by Sprinklepacket#3613 on Aug 23, 2018, 5:35:15 AM
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I appreciate your response. We may differ in perspective on the necessity to increase the success of a game towards a large audience.
" A game presents soft rules that create expectations of players. It is a valuable design pattern to gradually introduce these to newer players before they enter the deep. This follows best practices in life and is core to most, if not all, major games. This is not the same as hand holding the new across the game. Just the start. " The game would warn for those who need it. There is nothing that holds the bold back from random trial and error. That is a playstyle good for a few, not the many. The new player I introduced did not learn anything in many occasions of death, as it was not traceable for them to figure out why they died. Nor were they prepared for it. " Well, you got me by taking the sentence apart. My meaning was to say it is promoted just as an ARPG, there's little niche about it. It's not a game that relies on a small group of gamers' more private environment, known only by the experienced in ARPG, hard to find, etc. It has hit the big screens and that is where I consider its image in/from. " Ok. Perhaps you want this time back? It may have become more mainstream than it was. " Because of successful gaming patterns being good for budget that fuels the game, which in the end benefits all. I do not see how your gaming experienced is diminished if a friendly learning environment is presented. This does not mean drowning is not an option, you can drown as much as you want. But the drowning should not be mandatory to learn. The game should introduce ways to swim and to practice. If you still want to jump in the deep right away, feel free to do so. " There surely is a different approach from studios than there used to be. Gaming got a lot bigger and caters to many more than it used to. Some may see this as a form of success. As I said, our perspectives may differ quite. I still don't see how a smoother entry would prevent an end game that caters to your preference. Did you try turning it off and on again?
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" Well, again, I'm talking storymode here, not the entirety of PoE. Let the endgame be as ruthless as the core wants it. I do not see how this experience is reduced if the starting portion is smoother and more inviting to the new players. Did you try turning it off and on again?
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Not every game needs to be made for mass appeal. Reminds me of when some people were demanding easier game modes in cuphead and dark souls to be more accessible. All youre doing is destroying the soul of the game. Theres a million other games for you, just let people who enjoy these kinds have their fun.
Not many games just kill you over and over even early in the story. The whole wraeclast is unforgiving thing is the design direction theyve repeated since the start. Its part of the soul of the game. You can play one of the million that arnt like this. Let us have this at least, dont destroy what we like about this niche game so it can be accessible. Theres a million games like that, let us have our one. Last edited by Sprinklepacket#3613 on Aug 23, 2018, 6:12:22 AM
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