so... Why don't all doors auto-open in game?
Just a simple question really, personally cannot see why some auto-open (temple) and some you have to stop and manually open
Feels liks a pointless waste of time especially when you get a bunch of porcupines behind them that will smash the crap out of you immediately lol or for people playing channeling skill such as cyclone (as an example) having to stop skill to open a door bit bewildering really imo ~ If it moves, kill it ~ Last bumped on Mar 9, 2020, 9:47:52 PM
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Cause it would make annoying maps with doors to be good maps. and ggg wants to keep then as bad maps.
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This need to be in the next patch.
Life goes by like a fart in the wind.
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Temple Incursions have a rather short time limit.
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"bit bewildering really imo"
Either you're being hyperbolic, or you're taking something extremely small way too seriously. |
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When doors were added to the game i remember chris saying in some video that the doors can be used to block enemys off because adding another room back in the day could get you in trouble. It used to make sense.
It was from another time, you moved slower and enemys did more damage, status ailments were more severe. Now you afe so fast the door annoys you... how the mighty have fallen. You have to remember to chase and catch your dreams, because if you don't, your imagination will live in empty spaces, and that's nowhere land.
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man we are at a strange state of things when clicking is too difficult
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the short answer is: the less like reality you make a game the more divorced it feels from the authentic experience its trying to capture which in this case is playing D&D characters in a dungeon with a DM that loves dice rolling hack and slash more than role playing.
Why don't doors open themselves is essentially the same question (by degree) as "why do I have to press an attack button why doesn't the game swing my weapon or cast my spell for me?" and by extension at the extreme end: "why don't monsters kill themselves and put their loot in your stash while I'm away at work". Because at some point you're no longer playing a game that resembles walking around killing fantasy monsters with fantasy swords and spells... At some point you are indistinguishable from a space ship with missles and lazers and the game you're playing is basically R-type with fantasy names. Now regardless of how much this has already become the case in POE doing things like "autopickup" of more and more loot (I'm okay with autopickup for things that have no decisions attached to them like Azurite and MM samples), automatic doors and skills that "press the attack button for me". So like Winter Orb most DOT's and Brands and perhaps the new champion of "mechanical disengagement from the game via Automation" Spellslinger. At what point is it too much? At what point does POE stop feeling anything like an ARPG you grew up playing like D2? I would argue we've already passed it and we'll need a new young hungry Indie Developer to come along and implement an original vision before we're back to killing fantasy monsters with fantasy swords and spells. POE is no longer even an ARPG...its a fantasy themed Shmup with ARPG loot; complete with bullethell boss phases and breakneck blinding screen spam and unrecognizabley fantasy screen disco balls just like every other Shmup. Spent the last couple days playing Jets n Guns gold... its a blast but POE is the better shmup. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4. If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. Last edited by alhazred70#2994 on Mar 9, 2020, 8:47:50 PM
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" One of the three biggest reasons people dislike melee skills is because of the need to "target lock," it shouldn't be a surprise that people don't like to click on objects. |
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How poe can have automatic door, while they dun even have cell phone?
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