PoE not casual friendly enough

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RagnarokChu a écrit :
Why does it have to be "Casual mode".

Tool-tips period should be more clear and easier to understand.

There should be an in-game wiki + recommended skill builds + guides (I mean the game is online always) per character.

Quest rewards need to stop being retarded in general and actually useful to a newer player.

When you mouse over gear it should pop-up what stats are being exchanged/change if you equip the newer item over the older one.

Why do we play inventory Tetris, have an auto-sort button for the stash/inventory.

You get the player to play the game first and get addicted, then that person can enjoy all of the complicatedness of the game.

We don't need long stairs to the house of PoE.


I still don't think that there should be recommended starter builds provided in game, like I said earlier, there should just be a general "this character has an easy to stacking these offensive stats and these defensive stats." and make some mention that the player is not bound by those stats but can choose whatever, although alternatives are more complicated for first time throughs not understanding the mechanics.
"It's all clearer now
And I hear her now
And I'm nearer to
The Salvation Code"
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HippieRonin a écrit :
I'm sure you've seen a million suggestions already about how much of a "casualfest" PoE is, so hopefully mine are a little different. And just being up front, I'm basing everything on how much I enjoyed Diablo 2 and what I think made it such a great game.

Suggestions:

Casual mode - simplified tooltips, predetermined passives, preselected quest rewards

Part of the ARPG experience is feeling accomplished after sinking hundreds of hours into the game, and like it or not, part of that is downward comparison - being able to compare yourself to newbies/lowbies. PoE is missing that in a large way because it doesn't appeal to casual players. The learning curve is extremely steep. Maybe that was intentional in the beginning, but I don't think it's doing the game or its community any favors. It leaves us with a bunch of hardcore players complaining because their favorite build isn't as godlike as another. They only have each other to compare to, and they have completely lost sight of how fucking well they have mastered this game.

Newbies should just pick a class, click "Casual," maybe have two builds per class to choose from, and then have all the work done for them except finding gear with the right sockets and links. This will get them through Normal and partially through Cruel before they have to wise up about gear choices. Maybe even intentionally gimp the casual builds so that they really struggle by Merciless, forcing people to transition to hardcore mode if they want to make it to endgame

And even for non-casual players, tooltips don't have to explain exactly what they do all the time in every scenario. For instance, the tooltip for Blessed Orb, instead of "Randomises the numeric values of the implicit properties of an item," could read "Reforges the base properties of an item." People can (and should) look up more details online if they are curious about specifics. Every time the game's text overwhelms and confuses someone, it will turn them off a little bit more, and I think one of the main problems is trying to be too specific and thorough.



Emphasize parties

I think it would help a lot if characters log in right at the Noticeboard with the list of public parties shown. This would hopefully encourage people, especially new players, to party up. Global Chat is nice, but I really miss how D2 forced people together. I also miss being able to scan the list of games for newbies and hopping in to drop some free loot on them or free rushes. It was also fun to make rushing and power leveling public so other people could benefit instead of just the one who paid for it. D2 also gave people the option to restrict their games to only players of similar level, so if they didn't want help from higher levels, they had some control over that.



Cut scenes

I'm sure this is a budget issue. Can you crowdfund it somehow? MTX specifically for cut scene fundraising? Cut scenes would make it feel like a complete game. Diablo-style scenes would be ideal, but Torchlight-style is okay too (for now).


TL;DR

It's too fricken casual friendly; invest some time, and stop looking for MORE handouts.
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Casual mode - simplified tooltips, predetermined passives, preselected quest rewards

Part of the ARPG experience is


WTF are you tlaking about, in your 1st setence you want to remove what RPG is about.
"Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms."
"
Rhilnix a écrit :
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Fruz a écrit :

It is true that some indications about Nemesis modes ( not guessing what a Nemesis mod is, same for blood lines ) could really facilitate some things.
Already existing NPC could do this, it would need couple of new voices.
Or some writings somwhere in the town.


Here :

http://pathofexile.gamepedia.com/Monster_modifiers#Nemesis_modifiers
http://pathofexile.gamepedia.com/Monster_modifiers#Bloodline_modifiers

Oh Im sorry it was obvious that I did not mention :
in game



Obviously.
Having for any information (not just some, everything) to refer to a wiki that is not even GGG's responsibility is not great for the game.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Dernière édition par Fruz#6137, le 21 août 2016 à 13:16:31
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Fruz a écrit :
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Rhilnix a écrit :
"
Fruz a écrit :

It is true that some indications about Nemesis modes ( not guessing what a Nemesis mod is, same for blood lines ) could really facilitate some things.
Already existing NPC could do this, it would need couple of new voices.
Or some writings somwhere in the town.


Here :

http://pathofexile.gamepedia.com/Monster_modifiers#Nemesis_modifiers
http://pathofexile.gamepedia.com/Monster_modifiers#Bloodline_modifiers

Oh Im sorry it was obvious that I did not mention :
in game



Obviously.
Having for any information (not just some, everything) to refer to a wiki that is not even GGG's responsibility is not great for the game.


Agree 100% with this. Not making things transparent and clear IN-GAME because of the existence of a wiki is just lazy, imo. Wikis should be available for players who want to dig deeper. Explanations of all basic mechanics should already be available to everyone without clicking alt+tab.

This isn't a question of handouts or catering to noobs, it's a question of basic useability. GGG has improved on this somewhat over the past couple years, but they still have pretty far to go.
Wash your hands, Exile!
I admit I am not reading this thread BUT the one way in which this game spanks new players is the total lack of information in-game. It badly needs more. A built in wiki like Total War, a glossary, anything.

A player should never be forced out of their game to figure out how the game works.
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00
The OP is correct.

And the players opposing this notion are not doing the game as a whole any favors.

Take note that the OP is not asking for the game to become a casual fest, what he wants is a way for casual players to be drawn into the game and it's complexity gradually over time. We all started out being casuals somewhere and our love for gaming made it so we became interested and expanded our knowledge about it.

In PoE this means taking regular visits to outside sources in the hopes the data collected there is legit and trustworthy. Or alternatively, experiment ourselves to figure out what we wanted to know.

I see no fundamental issue's with a "casual starting mode" that provides rough outlines of a basic character and gives "tips and tricks".
It would give newer players a basis from which to grow and once they attained the "casual mode" knowledge, they could decide for themselves if they really wanna invest into PoE on a more deeper level.

One issue that arises from this, is the fact PoE is quite rapidly evolving over time. This would mean that the "casual starting mode" would need to be updated on a 6 month basis most likely, which could eat a lot of resources that are spend on other things.

So while i understand the OP and there is certainly merit to the notion of easing newer players into the complexity that is PoE, the investment might simply be to large to undertake, since it would be impossible to implement a "casual starting mode" and then neglect it.(since this would lead to an averse effect)

Peace,

-Boem-

edit : typo
Freedom is not worth having if it does not include the freedom to make mistakes
Dernière édition par Boem#2861, le 22 août 2016 à 07:49:15
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Boem a écrit :
The OP is correct.

And the players opposing this notion are not doing the game as a whole any favors.

Take note that the OP is not asking for the game to become a casual fest, what he wants is a way for casual players to be drawn into the game and it's complexity gradually over time.

You read that he wanted pre selected passive right ?
That is too hand holding imho.

OR

We could have a tutorial mode ( let's say something that only lasts 10 or 15 levels in areas unrelated to the story line ... 15 passive points skill tree, with pre selected passive or tips when you select one).
But no pre selected passive on the current skill tree, please no.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Game should be more transparent for new players, I agree. Maybe support gems' names should be changed into something like "melee damage on full life support that interacts with an appropriate active gem, after you insert it into an accordingly colored socket of a gear piece that is linked with the socket of said active gem". Way better!
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PoE is so complicated that it's really hard to feed a new player with all the important must-know required for a successful easy-mode startup. So there'll be reading of external sources anyway.
GGG actually put efforts with all those ingame tips and it works, no matter they can't cover the whole depth of this game and the knowledge required. Nor have to.

Eventually a some kind of an ingame wiki section with explanation of the very basics could be helpful - the most important mechanics, defenses, damage types, basic crafting tips, misc, etc. Just the basics.

According to the lack of intro, yeah, it's a shame. There should be something, even not the best, even cheap, doesn't matter. Anything. Cut scenes are somehow a luxury, but the missing intro is highly unprofessional.
An unpretentious intro is something they can easily afford.
In GD the first thing developers did straight at the official release was to add an intro. Cheap, not much impressive, but there. As its presence brings the first and most important impression about the game a newbie gets. The story line in pictures. A tool to hook you from the start.
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