To hard for beginners and you need a PHD in POE to play.
" Hard disagree. The game doesn't need to be simplified or made easier, it just needs to explain itself better to players who have not been playing for the last 10 years. You can have an incredibly deep and complex game without the obfuscation which makes path of exile nearly impossible to break into. I realized as soon as I made my last post that the perfect example of this is already in the game, in the form of heist. The way in which heist is introduced and explained is the gold standard for in game tutorial systems: players find their first markers, and as soon as they pick them up into their inventory they get an optional quest which tells them to talk to an NPC in town. Speaking to this NPC starts a guided tutorial where the player is introduced to the rogue harbor, who the various NPCs are and what functions they serve, and finally given a first contract where Karst coaches the player through every single step of the heist proper. Every single aspect of the system is introduced in an organic way without the players having to sit there and read a tutorial off of their screens. |
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I like that it's not as simple as Diablo and enjoy the complexity.
What I dislike is: - Massive lack of QoL features - Lots of poorly done UIs - Tedious aspects forced upon the player (especially in trade) “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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" Heist at the moment is nothing but glorified mapping, its a system that exists just for the sake of existing, it adds nothing to the game besides another layer of complexity. You might like complexity to each their own, but when the game has 10+ systems like this that add complexity just for complexity sake the game becomes confusing. You can have heist or you could pop the heist maps in ur maps thingy and do the interactions of the NPC's yourself, it would achieve EXACTLY the same thing and it wouldnt have another useless layer of complexity... |
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I think GGG does this on purpose to scare away any players that do not like difficulty in what they think will stop people from complaining maybe. They do not need new players they just need to hype (con) enough new players into pre-buying supporter packs before the league starts hoping most of them will just leave the game without asking for a refund. This is why they have been sponsoring streamers that are completely unrelated to ARPG's the last few leagues. It get new players to see the game and then hype's them up to buy supporter packs.
CW literally said the last time they did massive nerfs they would never announce them again as they lost something like 36% of sales. So now when they forgo the development manifesto to "not bore the players with a bunch of numbers" you know mega nerfs are coming. Their shady sales game has gotten better in the last few leagues. Maybe they hired new marketing people to show them how to basically lie and steal to keep sales up. POE2 is going to be so much worse than what we are seeing now. They are going to double down on the difficulty and unfairness of the game. They have alluded to this many times. The people that think POE2 will fix everything are in for a rude awakening. Last edited by Ruprect1#3220 on May 1, 2023, 8:41:08 AM
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" You completely missed my point. I'm not saying anything about the value of heist, the fun level of hiest, anything at all measuring whether or not it should be in the game by anyone's metric. I'm simply pointing out that it is a very complicated system which any player will 100% understand without reading a single tutorial, just by interacting with it organically, because the system is taught with gameplay instead of a giant wall of text hidden in a sub menu that nobody ever looks at. Last edited by ARealLifeCaribbeanPirate#2605 on May 1, 2023, 8:52:28 AM
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" I understand, but thats not the point of the OP, the OP says the game is too complicated and more systems just add to that regardless if they are well implemented or not. What i was trying to say is that, there is not point to having another system when you can just make use of the old one and achieve the same thing. |
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" I feel like agreeing to this one. I just restarted playing PoE like 1 1/2 or 2 Months ago ca. and before that I only played to act 3 like around 2013 or so and dropped it back then because I wasnt that much into ARPG Genre. After ca. 10~ Days of raw playtime now(so 240~ hours, maybe bit more or less) I kind of understand more and more here and there, discover what league mechanics are needed or/and used for (heist for alternative gems, blight for oils for powerful amulette annoinments, legion splinters to upgrade my map device, as examples) but the way to it feels kind a tedious/harder then it needs to be. I believe it would be helpful already, if the Game freezes/pauses itself when you encounter a league mechanic for the first time and pops up a little Box with Pictures and or Text explaining what it is and used for. Before I learned about what oils are used for, although i could've googled it way earlier - like when I encountered it the first time, I just skipped the encounters everytime because it felt like a not-worth-it-and-slowing-me-down mechanic - but now I actually kind a enjoy because I know the reward is worth it and I actualy like a bit of Tower Defense gameplay. I mean, it maybe also show's another aspect to it: Players(here as example me) not willing to immediately commiting to dig the knowledge about stuff they see for the first time. One wants to play and not read 1-3 papers about mechanics - but after I got into it, I wouldn't say simplify the mechanic or game, make it better learnable/understandable. Maybe you don't need to explaing everything on the first tooltip for a mechanic if that would blow it up to much, but a little brief introduction inside the game itself with little points for what the encountered mechanic is used for or worth doing. |
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" Yep. Brings to mind a change I think GGG should make with PoE 4.0, one that acknowledges their domestic market (China) and the game's global audience -- overhauling the entire passive system away from English to symbols. Symbols typically don't need to be translated as intensively as full sentences in any language, and English is notoriously slippery in that regard. I always found it amusing that Chris and co overtly copied so much of Magic the Gathering (one of the GGG founders was an MTG champion of some repute) and yet never embraced its early innovation of symbols/visual shorthand for common attributes and stats. Certainly the cards also use keywords but tmk they left the verbosity behind long ago. Symbols are often intuitive and even if not, very quickly integrated into one's understanding of a game's mechanics. This would have the added side effect of providing GGG with boundaries regarding new mechanics (harder to go gonzo batshit when you're not allowed to use full sentences to introduce new game mechanics), but that's a different discussion. If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period. |
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" TLI is real good and its getting better. i honestly would be playing it right now but POE's crucible tree power creep is too good to pass on. that said, i believe GGG already accepted that they've already cornered the market. people who like poe are already playing poe. newer players? they dgaf. they know its very likely newer players might not like the game. i personally am having the worst time of my poe life right now. sanctum was my top number one league where i had tons of fun. and just 1 expansion later the experience is bad. [Removed by Support]
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