MMO mechanics in a Single-Player PVE ARPG
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PoE2 isn't exactly a pure single-player game, but it's designed to be beaten single-player. There is no content that can only be beaten in a group or with a guild. So why do I bring up the term "MMO mechanics"?
MMO have certain mechanics that force players to interact with each other. Here I'm going to name some of them: - Raid Bosses - Areas only accessable with a party - PvP (guild/clan wars) - Very low drop rates of certain items - Selling/buying items from others While the first 3 can not be found in PoE2, the latter 2 are very dominant. The drop rates of certain items that are crucial for either crafting or being able to play a certain build are extremely low (especially orbs like divines). If I need a specific unique to be able to play a certain build, I will very likely not be able to do so without trading with another player. This is a typical mechanic from MMOs. Drop rates are extremely low for certain items, but since monsters/bosses are killed in thousands non-stop by the whole community, these items get dropped at some point and many decide to sell it. This encourages player interaction, which is a good thing in MMOs. But PoE2 is an ARPG and the whole gameplay screams "single-player". Yet we find very low drop rates and trading options that lets us bypass the "single-player"-experience and gives PoE2 (and 1) and pseudo-MMO feeling. Don't get me wrong, I think trading should be an option, it should exist. Especially for those with less time it's a good thing if they can just buy the equipment. Or players who don't want to mess around with crafting. But for the rest, trading is mostly uninteresting, unless I'm forced to use it. And the drop rates and the RNG based crafting makes it nearly impossible to gear up the way I want if I play SSF. And that's something that feels very "MMO"-like to me. I love it in MMOs, but don't need it in games that are supposed to be played single-player. So I wonder: Is this intended? Is PoE2 supposed to be a mix of ARPG- and MMO-mechanics? If this is really intended, then PoE2 gameplay should be way more developed for multiplayer/guild/clan. Because within a guild, I can also trade and we can help each other out. But right now there is no real reason to join a guild except for some social interaction. But for that, we would need raids or maps that are only accessable with a party (which I would not suggest). And if it's not intended, I would suggest to balance the game around SSF. Always ask the question "If PoE2 would be an offline game, how would we balance drops? What would be the ultimate single-player experience?". And if you find a good answer to that, people will stop complaining about trading and crafting alltogether. Last edited by AceNightfire#0980 on Dec 27, 2024, 4:37:44 AM Last bumped on Dec 27, 2024, 4:31:24 AM
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