Conceptual flaws in Delve (or why Delve is a minimal effort instead of a proper endgame alternative)

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BasStone wrote:
The whole darkness/flare/dynamite thing just doesn't work. Maybe something you can add to the delve map like a sextant to make things light up?

It works for some.

How much crawler light's radius do you have at the depth you're running ?
It's the first time I see somebody using ball lightning with faster projectile, is the dps just high enough to kill pretty much everything with such a high projectile speed ?


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BasStone wrote:

Also I find it hilarious that delve is this mechanic where you want to go as deep as possible, which basically makes the nodes that dont lead deeper just annoying to go through. Delve has lots of problems. I was watching that team 1500+ delve stream and its almost to the point they just get insta gibbed and are just finding ways to become immortal. Really hilarious.

I don't like the "I one shot you because if I don't you're going to one shot me" concept, but .... were they having fun ?
I think they are having fun.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Sep 13, 2018, 10:02:59 PM
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Fruz wrote:
I feel that you haven't actually brought up anything in that last message (honestly).

You seem to think that just adding more carrots is going to make people stay for a long time but ..... it's very far from being that simple, really.
The more you add carrots and different kind of carrots, the more you split player's focus, make balancing the whole carrot pack more difficult, etc ....
Most people play because they enjoy building up a character and make it better, upgrading it, it's what drives people.
If you add other things to chase that are completely unrelated to that process, you are going to spend less time focusing on what is making people play the game in the first place.

I personally don't need new carrots to play Delve, I just want to delve, explore and get deeper, until I eventually get bored or don't have enough time.
Of course if there is no loot and nothing interesting to get, I would not be delving but .. I really don't need a whole lot of brand new kind of things.
Fossil crafting is pretty cool and I'm looking forward to get new uniques alright, but that's it, it's still about what PoE is : loot, ways to improve my character.


Delve is anything but a failure, but if you listen to the forum, PoE is always going to die the next week and it would have failed as soon as it was launched seriously.
Many people stop playing somewhat early each league because many people spend an absolutely ridiculous amount of time playing this game to begin with, and since it's not a PvP game, you can't just keep them forever by giving them the possibility to just get better at it.



An hell no, don't turn delve into some weird browser-like game that will just favour the ones that spend the most time playing the game.
This is not PoE.


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LMTR14 wrote:

upgrading your flares and such to the max level or delving to e.g. depth 500 (no clue whether that is possible for more than 1% of players) might appeal to achievement hunters (like me for example), but the majority of players doesn't care about that

What do you know about that, seriously ?
Delvers need those extra upgrade anyway (maybe not dynamite area/damage, that just seems like a waste of Azurite), and are g etting 75% darkness resistance eventually with 150% crawler light, large flare radius and 10+ flares.


a comparison to make it as simple as possible, and that's all I'm gonna say about it.

think of your job. in your job every day you do certain tasks and face challenges which you (if you like your job) try to overcome. your boss might appreciate your efforts. you might have fun with your colleagues at the end of the day, you might go home satisfied if you feel like you did some productive work.

now think of the end of the month. you get your paycheck. and that's the different layer on top that adds a new dimension to it.

delve right now has no paycheck. it just has the work. carrots and sticks is what the game features right now!

PS: delve literally has some of the very mechanics I once suggested to ZiggyD as a concept of an alternative endgame (called Kingdoms) - and guess what he said... "that doesn't feel like PoE"!

there is no such thing as "feels like PoE". you think the original dota felt like warcraft 3? diablo felt like eye of the beholder? alpha centauri felt like civisilation 2? even mario 64 (which I personally hate) felt nothing like super mario world. without evolution in video games you keep shitting out the same old fifa or nhl year after year, and keep only pleasing the fanboys. poe has jumped the shark already, and it's going the fifa route more and more now because there is no evolution in game design anywhere to be seen here.
since I have no hope for significant game design improvements in this game I am officially done with Path of Exile. done for good
Last edited by LMTR14#6725 on Sep 14, 2018, 6:25:30 AM
Silly comparison, I work partly because I need to earn money somehow.
Nothing to do with a hobby or passtime activity.



Delve is nothing lukeyour "Kingdom" idea.
There is always a pretty bad PvP mode in poe, no need another one, this is not PoE, period.
Mario 64 was a very well done continuation of Super Mario World.
Moba are very blatantly different from Warcraft 3 (yes, Dota also).

Sorry, but you really have no game design lessons to give ro GGG imho, at all.

SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Delve is very grindy. Grind for Sulphite so you can grind for Azurite so you can buy upgrades to survive the dark. I'd like to spend more time down in the mine enjoying the exploration rather than feeling like I'm grinding to hopefully be able to buy the freedom to explore at some point. That's really my only complaint with Delve.

Incursion, on the other hand, was about regular reward. Every zone had an Incursion, and then you got a big temple you could explore at leisure, guaranteed.

I understand grinding is part of POE, but it doesn't need to be. The core game is not very grindy until the post-map levels. I start a new character at that point. I only have so much time to play and I don't want to spend it feeling like I'm forced to grind with my time.
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LMTR14 wrote:
poe has jumped the shark already, and it's going the fifa route more and more now because there is no evolution in game design anywhere to be seen here.


extremely lol at this
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BasStone wrote:
I'm not happy with delve either. I really hate chasing a bot like im on an escort mission. Also, the entire darkness and not being able to kill mobs is completely against an ARPG. I want to SMASH things and destroy them. You violated the first principle of an ARPG by not being able to kill mobs.

My totem build can't keep up with the bot and placement speed. The time between my totem is placed and the time it fires, the bot is already off the screen and i lag behind the entire time. This opens up the fact that im in the darkness and my totems cant kill anything now. By the time I reach the end I didn't feel like I did anything other than an escort mission over and over again. I am forced into a specific build to keep up with the bot and to survive enemies I can't kill in the dark.

I seem to avoid every node except currency or something "special". I'm not excited or enjoying myself when clicking on item, armor or other types of common nodes. This leads me to just going deeper into the delve so it feels like im progressing.

I do like how there is a balance between maps and delve. I feel like I'm bouncing back and forth for new content. This is cool.

The hidden nodes are really annoying. I spend hours running around in the dark just trying to find the entrance to a hidden node and once I finally find it the reward is just like a regular node. Boring.

Hope a lot of this gets sorted out.

Suggestions:

I'm really, really surprised that the older mechanics in the game do not blend with delve.

Example, I wish the nodes were modifiable like a map. I tried to craft a node in the delve and nothing happens. I think that would be SWEET. For example, the nodes can all be blank and it requires currency to craft on it, something like this. That would make it exciting for me.

The whole darkness/flare/dynamite thing just doesn't work. Maybe something you can add to the delve map like a sextant to make things light up?



This not not the first time that mobs becoming invul in the ARPG history. Darkness has so many rewards. Im in near 170 depth.(lower compared to maps im running red maps noe).

With 1000 sulphite I can run crawler 6-7 times. I averagelly loot 2 prime resos(4 sock ~40c ones) during that time by fully exploring the darkness along the crawler route.

There must be a downside of this. This downside is monsters are invul in darkness. You have to spend your flares carefuly. There is nothing wrong with that.

I'm running a totem build too. I had no problem with totem placement speed when I'm running with the crawler. And also I dont have Shamanistic Fury node in tree.

I agree with the unconnected nodes. Unless they are specical nodes like Fossils, harbingers or smt like that they are completely pointless to reach.

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