"
"
Or seen from a larger scale skill issue is your real problem.
Please just do lower tier maps and focus on getting better. Instead of making whiny crying posts here about how you want them to make the game easier for you. If you dont like it then its not a game for you
Lol! Do you even play the game, or are you just like so many others... "As long as the world burns, it's all good"?
I fail to see what anything you said or the screenshot you attached is supposed to achieve?
You cant see items for sale if the player is offline. And even if i had 0 items for sale what would that prove? I could be playing ssf? I couldve sold everything alredy? Or 50 other things? Its completetly irrelevant.
Your losing your argument so hard youve fallen to the level where instead of trying to argue back your taking screenshots of what items i have for sale, as if thats somehow relevant and gonna prove me wrong
Last edited by Nyon#6673 on Dec 24, 2024, 2:54:54 PM
|
Posted byNyon#6673on Dec 24, 2024, 2:51:19 PM
|
"
"
Since dying is what prevents you from picking up your loot then dying is actually infact your problem.
Or seen from a larger scale skill issue is your real problem.
Please just do lower tier maps and focus on getting better. Instead of making whiny crying posts here about how you want them to make the game easier for you. If you dont like it then its not a game for you
You didn't direct this at me - but I'll respond, anyhow.
This is not a hard game. At all. Sure pre-cruel some bosses seemed to have inflated HP but it was not "hard".
What sucks is getting killed by ??? because you couldn't see what happened.
Because 30 mobs spawned outside of screen bounds and jumped from the outer bounds where you can't see to being on top of you, which the game's physics doesn't allow, so you and the mobs are ping-ponged around the screen and you can't control your character because physics and collision broke but enemies are still attacking you so you die from ???
There was supposed to be a visual indicator for an ODE but because there's blood and bodies everywhere it's buried and you can't see it so you die from ???
Or you're in Blighttown crossing a catwalk and the CPU decides to spawn 10 guys on either side of you trapping you in despite the "hurr durr 1px dodge roll" and you're left to eat a death because one side is nothing but turrets and the other side are casters and melee with ODE so you die from CLEARLY being out-played by the CPU, m'kay?
I can go on.
The game - if the audiovisual feedback loop was fixed, the visual clutter was cleaned up, there were direct and easily readable warnings for impending pops that aren't hidden by dead bodies or shitty environment, the CPU decided not to spawn mob you to break physics so you die randomly, etc - if all that shit was fixed the game would be a cakewalk.
A cakewalk. There's nothing remarkable about the difficulty of the design of any of these fights. They are awesome, but they - just like any other boss - are patterns you can simply learn and move through. What you can't avoid, is horrible design. Not being able to see due to clutter, the environment, particle effects, etc. That's not my fault or anyone else's fault the game is not readable - that's on the devs.
The game is CLEARLY in a pre-alpha state right now and nowhere near Early Access. Having worked in some higher end games I would never have pulled the trigger to let it out this early. The design team hasn't appeared to have even given any of this a first pass yet. Horrible decision to do this now. Maybe in 6 months internally they could have had something cleaner but right now the visual feedback loop is the worse I've seen in a game, hands down.
That is INCREDIBLY important. Having worked on some Bullet Hell games you never want the player to question how they died. I mean you don't want that in any game but if Bullet Hell games can do it - an ARPG can do it. This game def needs a LOT more time in the oven before it should have hit EA. Just my .02 I would not have pulled the trigger on this. No way. Not in this state.
I don't think GGG understands why the game is hard - because there's nothing that stands out as being hard to me. It's just very bad design, very bad feedback loops, screen readability is poor, etc. Stuff that CAN be fixed - but what happens when it is? Nothing here is really ground-breaking for difficulty.
Like pacing is a bit slower but not because of movement, because you have to let some ODE finish so you can move past them without dying so you have to wait for the effect to go away. Because you have to constantly funnel mobs backwards so you keep retracing your steps since it's hard to see ODE so you play it safe by retracing your steps. That's asshole design, not good design. I don't think GGG understands -why- the game is tedious or why people die so much - because the feedback loop and the gameplay loop, by extension, are horrible.
So I disagree when you say it's a skill issue. Skill issue implies you can learn to get around it - but you can't learn to see what you can't see because it's hidden or sometimes doesn't even spawn like those purple giant worm heads. Sometimes on a clean surface the sigil won't spawn beneath you warning you you are about to get got - then the head just spawns and chomps you. You can't out-play that. That's not a "skill" issue - that's a "game's fucked up" issue. You can't out-play mobs you can't even see yet jumping on top of you from outside of the screen and so many so fast it causes physics and collision to break sending you flying around the screen while you can't control your dude so you eat a death. That's not a skill issue. Hell no lmao. Game is broke in so many ways it's not even funny anymore.
Tldr i see someone struggling with the game and then a list of 20 poor made excuses for why the game is bad but not hard
|
Posted byNyon#6673on Dec 24, 2024, 2:52:29 PM
|
And we already have here the shiteaters, that unironically believe that dying once in maps = negative progress.
Is a good and healthy.
|
Posted byTravoltinoSK#3334on Dec 24, 2024, 2:53:22 PM
|
Why dont they add a “Crumble” system to waystone maps instead? Rather than having all progress reset it could lower the map and reward levels if you die? Sort of like the waystone crumbling and losing power?
|
Posted byXyclone#7339on Dec 24, 2024, 2:56:36 PM
|
"
And we already have here the shiteaters, that unironically believe that dying once in maps = negative progress.
Is a good and healthy.
You can call it what you want but the reality is that there are massive amounts of players that enjoy the added difficulty. And the fact that your too bad doesnt mean that ggg will nerf the game down to your level so you can play
|
Posted byNyon#6673on Dec 24, 2024, 2:57:18 PM
|
Just bumping this thread as I fully support a change to this 1 death = juiced map gone approach leaves me frustrated and adds no real value to the game.
I can understand that 1 try = more value for precursor tablets and well rolled waystones. But the overall gain in enjoyment from some of these side effects of value we can call them, is not worth the trade off.
Certain mobs in a juiced 15 with say elemental penetration 25% and cold patches on the ground. Combos like this = death sentence usually. Even playing extremely cautious.
- Lost Towers often have the shades that have an incredibly long windup to their frost wave CC ability. One mis timed dodge roll in this zone with the wrong map combo = a bad time and just a huge chunk of lost xp.
- In many of the desert like biomes there is a caster mob that drops a very poorly telegraphed and very quickly casted fire from above looking spell. This is a one shot even with capped resists, over 2.5k health, without any negative modifiers.
There are a few other examples that slip my mind at the moment but the really abrupt one shots on a powerful character while not even juicing a map, does not feel good.
I understand that with patience and skill a lot of what im mentioning CAN be overcome.
But for someone who has been running maps for over a week now my feedback is that giving us 6 opportunities per map rather than one, is just going to improve the experience of mapping overall, with little to no negative impact.
So in summary, getting 6 attempts per map, and better readability of certain very powerful moves would improve the endgame 10 fold, imho.
Last edited by Vildail#4840 on Dec 24, 2024, 2:59:40 PM
|
Posted byVildail#4840on Dec 24, 2024, 2:57:55 PM
|
"
"
And we already have here the shiteaters, that unironically believe that dying once in maps = negative progress.
Is a good and healthy.
You can call it what you want but the reality is that there are massive amounts of players that enjoy the added difficulty. And the fact that your too bad doesnt mean that ggg will nerf the game down to your level so you can play
We'll find out just how many players enjoy it in a few months. Most are still in campaign. More and more posts cropping up about losing citadels/maps on death is a good indicator that the people in maps are still like 5% of players max. I think you'll be quite disappointed when you see how many people actually value their free time and quit the game.
|
Posted byToforto#2372on Dec 24, 2024, 2:58:58 PM
|
"
"
"
And we already have here the shiteaters, that unironically believe that dying once in maps = negative progress.
Is a good and healthy.
You can call it what you want but the reality is that there are massive amounts of players that enjoy the added difficulty. And the fact that your too bad doesnt mean that ggg will nerf the game down to your level so you can play
We'll find out just how many players enjoy it in a few months. Most are still in campaign. More and more posts cropping up about losing citadels/maps on death is a good indicator that the people in maps are still like 5% of players max. I think you'll be quite disappointed when you see how many people actually value their free time and quit the game.
Excactly what the low skilled crybabies said about losing exp on death in poe1.
A genius feature which we are still enjoying
|
Posted byNyon#6673on Dec 24, 2024, 3:02:09 PM
|
To be frank, I dont like this design either.
I respect POE Veterans' approach of "get good". However, it is not always a skill issue.
There are many mechanics that obstruct your vision and add some random puddles on the ground that you cannot see and cause you to die. That is not a skill issue, that is a design issue.
You are right that if we die, we need better gear and try again. It has been 190 hours and I looted maybe 1 item and crafted 1 item.
You'll say "you can trade". no. I dont have that much Exalt or Divine. Prices are sky high and I cannot afford them.
At some point, you hit a wall in the game and the reason is totally gear and game design. We need better gear and those mechanics needs to be addressed.
It is not fair that with only one mistake you lose your map, loot, xp and time. This punishment is too harsh. It does not encourage people to play, on the opposite, it discourages people.
If you still defend that there must be a punishment for death, Im up for a reasonable punishment. Not a second death penalty after I died already.
A calm and reasonable person.
|
Posted byBök#5433on Dec 24, 2024, 3:07:31 PM
|
"
Why dont they add a “Crumble” system to waystone maps instead? Rather than having all progress reset it could lower the map and reward levels if you die? Sort of like the waystone crumbling and losing power?
That's basically what is happening right now and people are whining about it.
|
Posted byValsacar#0268on Dec 24, 2024, 3:08:51 PM
|