POE: Casual.. Hardcore.. What is the difference?
Charan,
Go for the clean up. English is not my first language (o.o) |
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bump for good post, now that it's been cleaned up.
IGN: SplitEpimorphism
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I think paid leagues could have the potential to be a huge source of income if they are handled properly. I can imagine quite a lot of interesting alternative race leagues coming about.
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00 |
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" I lol'd. But really I'm just not in the mood to read a long post at the moment, sorry OP. Pelerin of Wraeclast
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" Totally agree with you on this point. GGG deserved to grow, if not as large then larger than Blizz was after they released D2 LoD. I loved the idea of F2P and a fair microtransaction shop. This shows how much passion they got and how much they want to share it with everyone. I believe that it is to our benefits, as those who had benefited from their passions, to continue supporting in all means possible. Be it supporter packs, microtransactions, positive comments/posts, ideas to improve the game, ... etc. POE is the first game where I can be an active part of its creation... Don't know about most gamers, but doesn't that feel just a bit AWESOME? |
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I view "hardcoreness" not as a simple dicotomía, but as a pair of dichotomies. Anyone familiar with D&D's alignment system and it's "lawful evil" and "chaotic good"? Like that.
One dichotomy is hardcoredness of strength. On one extreme of this are people who believe you should need the APM of Korean Starcraft player to beat Dominus, on the other extreme are people who watch the video of Discharge CwDT beating Dominus and think that's perfectly fine. Another dichotomy is hardcoredness of endurance. On one extreme are masochists who think it's perfectly natural to farm 3500 Fusings to get a single 6L, on the other extreme you have players who think best-in-slot gear should be something you'd be guaranteed with 50 hours of playtime. I Wanna Be the Guy is an example of a game that's very hardcore from a strength perspective but casual as fuck from an endurance perspective; bad RPGs/MMOs tend towards being hardcore from an endurance perspective while casual as fuck from the strength perspective. A long Starcraft (PvP) game is one of few experiences to be hardcore both ways. Me? I'm a strong advocate of strength-hardcoreness from a theorycrafting and itemization perspective... that means decisions matter. I'm all for build mistakes or even bad trades forcing rerolls (or mass Regret, which is where all of my first Nemesis Exalt went). But I'm essentially neutral in the endurance aspect... I definitely don't think things should be easy or automatic, but there are limits to the masochism I'm willing to endure. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Dec 18, 2013, 11:35:56 PM
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" That is actually pretty awesome. IGN: SplitEpimorphism
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" That is an interesting way to put it, though the word "dichotomy" suggests that the endpoints are discrete, rather than there being a continuous spectrum from one to the other. These are definitely two ways in which people consider themselves "hardcore," though, and I applaud the effort to dissect that nebulous term into something more concrete. One of my favorite RPGs is Shin Megami Tensei: Nocturne (which I am playing as I take a short break from PoE, to avoid getting angry at it, and because I just got a 5L (up from 4) for my ranger that, while still an upgrade, didn't actually do much for my clear speed), which has some pretty severe anti-grinding mechanisms, and rewards choosing the right tools for the job at hand (and, still, you will occasionally just get killed, because fuck you). I also played Starcraft 2 for a while (at master league level, not great but I knew what was going on), until getting a bit fed up at the direction the balance was going and how the game had stagnated strategically. My ideal game would have the following property: if you are sufficiently skilled, you can defeat the game's hardest challenges without having to deal with any monotony. If you are not that skilled, you have the option of grinding through any obstacle, but it will take time. If you're just plain bad, you shouldn't be able to make progress at all, past some point early on in the game. IGN: SplitEpimorphism
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A definition of a hardcore player might be: a player whose aim is to know and experience everything there is to know and experience about a game, and subsequently use everything he learned to achieve best results.
By this definition PoE tends towards hardcore players because, without taking any shortcuts, you must know a whole lot and get a good deal of experience in order to do well. You can take shortcuts however, the most prevalent ones are to copy&paste a build, to run in groups, to trade and to use RMT. Any of this - some much more than others - has the power to lessen the need for knowledge and experience, and if you do all of it PoE stops being a hardcore game altogether and becomes trivial. Also employing any of this - again some much more than others* - makes a player less a hardcore player and more a casual one. *Trading and grouping might not count here. Last edited by Jojas#5551 on Dec 19, 2013, 12:22:08 AM
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" I figure you might call a player "hardcore" if they play primarily to overcome challenge. What makes a challenge and what makes a time sink (these are not the same thing, I don't consider "found all the shrines in domination" a challenge) is subjective. IGN: SplitEpimorphism
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