Is PoE suffering from poor game design choices?

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ScrotieMcB a écrit :
Every game has poor design choices which causes it to suffer. So, yes.

PoE succeeds in gaining titles like PC Game of the Year not because it utterly avoids bad design choices, but because it succeeds at making a significant number of excellent choices.




While I'm not ragging on path of exile and I do think it is a good game, winning game of the year for 2013 from gamespot is like winning the special olympics and having it be judged by neckbearded trolls...


2013, from what I understand, had the lowest amount of 70%+ rated games since atari crashed the market and among the highest crapware pushes since the wii library became flooded with them.... and gamespot's opinion is less valued then throwing darts at a board blindfolded or pulling slips of paper out of a hat....it really was a year of horrid microtransaction mobile crapware being pumped in fresh from the storage tank of a outhouse....


Hopefully they don't let winning that gamespot goty award get to their head as it really is meaningless. I would hope that they continue to do everything they can to make the game as polished and enjoyable as they are able to.
Dernière édition par Jiero#2499, le 6 janv. 2014 à 18:05:39
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sidtherat a écrit :
- re-balancing sporkers during OB, not waiting for release. that cancer set in and created 'expecting broken' mindset that still lingers
- reverse of catastrophic 'melee buff' path in OB, not waiting for release


More than this, the trend for GGG seems to be overcompensatory when it comes to buffs/nerfs. Phys damage was inferior to ele damage. Okay, buff phys and nerf ele so bad that it's now more effective to do phys to ele conversion than it is to do ele damage. Then nerf weapon elemental damage gem until it's basically far inferior to physical damage in every way. THEN nerf shock damage so we further de-incentivize one of the key aspects that made elemental damage appealing (elemental damage deals status effects, while physical damage has superior leech; makes sense).

Lowlife sporkers are OP. Okay, nerf spork to the point where it's basically unusable, then nerf lowlife RF to where it literally IS unusable. THEN nerf totem just for good measure.

Melee is inferior to ranged. Okay, buff melee to the point where now melee damage so far outdistances ranged and caster damage that it's not even really comparable.

Life is not as strong as ES. Ok, nerf ES and buff life to the point where almost no one uses ES, save to convert it to mana for EB/MoM builds...

It's like GGG is completely incapable of finding a middle ground. Everything has to be either overly strong or overly weak. There's really no need to nerf multiple things about a build at the same time.
Yes, PoE suffers from it's share of poor design decisions. I don't think these are the result of incompetence, though.

Path of Exile is clearly inspired by the greatness of Diablo 2 (a game that, while great, was not without it's own flaws). The impression I get from playing this game and reading some of what the devs have had to say about it's development over the years, is that GGG tried to distill everything that they felt made D2 a great game down to it's essence and build upon it as a base by adding elements they liked in other games and ideas of their own. The problem I see is that they misread what made D2 a great game.

I've actually been thinking quite a bit over the past couple of days about what, exactly, made D2 so great. Some say it was the PvP. Some say it was the player built economy. Others claim it's the hardcore min-max playground. Still others have said it was playing with friends. Myself, I always used to think it was that I could load it up and play for as little as a couple of hours and make continual, even if slow, forward advancement with my character. The more I think about it, though, the more I'm convinced that it was all of those elements combined and that any one of them missing would have made the game less than what it was. The magic of D2 was that it welcomed everyone to just come and play the game how they chose. Whether it be with a casual or hardcore approach, you could play that game and have fun and advance your character. The game didn't try to push you to play "the right" way. This is, I think, GGG's failure and the genesis of the poor design decisions. They've been so focused on building off of what they personally liked about ARPG games that they, as reboticon suggested, they sometimes can't see the forest for the trees.

Ultimately, though, GGG is made up of gamers just like us. They have the same tendancy to lack appreciation for how someone might enjoy somehting they don't that every gamer shares. The only fault I lay at the feet of GGG with regard to this is simply that they owe it to their game to take a broader view if they want it to go from being good to being great.
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RandallMourn a écrit :
The only design decision I truly have a problem with is the lack of a toggle to eliminate weather/particle effects. I find it analgous to walking into a sandwich shop and having the following conversation:

Me: Hey, let me get your signature sandwich but hold the special sauce please.

GGG Sandwich Maker: Sorry, but you have to have the special sauce to enjoy the full experience.

Me: But the sandwich is good enough without the special sauce. I don't need it.

GSM: Yes, you do.

Me: But I don't like the taste of the sauce. It actually detracts from the experience for me.

GSM: Um....

Me: On top of that, I'm allergic to it. It could lead to something detrimental.

GSM: Well, maybe you could pay a doctor to give you an allergy shot before you eat the special sauce.

Me: You realize that the money I give the doctor is less money I can spend on your sandwiches, right?

GSM: Yes, but the experience. You need the experience.


See what I'm getting at? I may not like desynch or other isuues. But they aren't game breaking (for me) and the company has what they believe are valid reasons behind these things. Fair enough. But having my FPS drop to 2 in a boss fight when a simple toggle eliminates it for what, in effect, appears nothing more than a vanity driven decision is misguided at best.

Please, GGG, please stop forcing your special sauce on me.


Bloody Brilliant. To bad no one from GGG will read it.

*edit* you should post this on reddit where Chris will read it.
Crafting doesn't exist in POE. Gambling does...and the house always wins.

Velocireptile - I LOL'ed. Which made me fart. I wish the office were empty right now :(

Hardlicker - I had to push the dog out of the way so I could get to the sexy quilt.
Dernière édition par ToxicRatt#5950, le 6 janv. 2014 à 18:02:33
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UnderOmerta a écrit :
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sidtherat a écrit :
- re-balancing sporkers during OB, not waiting for release. that cancer set in and created 'expecting broken' mindset that still lingers
- reverse of catastrophic 'melee buff' path in OB, not waiting for release


More than this, the trend for GGG seems to be overcompensatory when it comes to buffs/nerfs. Phys damage was inferior to ele damage. Okay, buff phys and nerf ele so bad that it's now more effective to do phys to ele conversion than it is to do ele damage. Then nerf weapon elemental damage gem until it's basically far inferior to physical damage in every way. THEN nerf shock damage so we further de-incentivize one of the key aspects that made elemental damage appealing (elemental damage deals status effects, while physical damage has superior leech; makes sense).

Lowlife sporkers are OP. Okay, nerf spork to the point where it's basically unusable, then nerf lowlife RF to where it literally IS unusable. THEN nerf totem just for good measure.

Melee is inferior to ranged. Okay, buff melee to the point where now melee damage so far outdistances ranged and caster damage that it's not even really comparable.

Life is not as strong as ES. Ok, nerf ES and buff life to the point where almost no one uses ES, save to convert it to mana for EB/MoM builds...

It's like GGG is completely incapable of finding a middle ground. Everything has to be either overly strong or overly weak. There's really no need to nerf multiple things about a build at the same time.


and sad part is that with spork/RF/low-life the culprit was and is Shavrones Wrapping. unique they refused to re-balance and tried to balance entire game around it. same with Kaoms.
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sidtherat a écrit :
and sad part is that with spork/RF/low-life the culprit was and is Shavrones Wrapping. unique they refused to re-balance and tried to balance entire game around it. same with Kaoms.

Oh, they 'rebalanced' it, by making it even harder to drop and lowering the ES while not doing anything about what made it OP in the first place...
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UnderOmerta a écrit :
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sidtherat a écrit :
and sad part is that with spork/RF/low-life the culprit was and is Shavrones Wrapping. unique they refused to re-balance and tried to balance entire game around it. same with Kaoms.

Oh, they 'rebalanced' it, by making it even harder to drop and lowering the ES while not doing anything about what made it OP in the first place...



If anything I would say they made that worse for classes like the witch, who not only have a hard time getting the hp to survive without either shavronne's or CI... but have little alternatives in going for ES + CI and a much harder time at either then other classes.
Dernière édition par Jiero#2499, le 6 janv. 2014 à 18:10:18
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ToxicRatt a écrit :
Bloody Brilliant. To bad no one from GGG will read it.


Yes, it does get read. People believing it doesn't get read could explain some of the tone.

Just wanted to thank everyone for being civil. I know people in general complain a lot on these forums and it can get negative pretty quickly in a thread like this so again, thanks.
Today I came to check the updates to see whether anything exciting came out. Kind of a record for me doing 3 posts in the same day lately (let alone week), but here you go my 3rd post today:

Worst design decision of PoE is putting mechanics into game (that *supposedly* other games cant do) that are the cause of desynch and why desynch has to stay. But attempting to use any of these mechanics will result in massive desynch and get you killed. So you have to avoid not only these mechanics, but many other actions to have a desynch-safe play.

If they hurt the gameplay that badly and has to be avoided, what is the point of these mechanics in the first place?


Same goes for not having command queue in PoE, and lack of ability to cancel actions, or immediately perform actions. Devs told that because PoE animations are smoother unlike D3 skipping frames. That was a horrible HORRIBLE design decision for PoE.

Who cares about the skipping frames in animations, especially when it is literally impossible to see your character cover by all those overkill skill and gore effects.


What I dont get at all is all those stuff claimed in manifesto to be unique for PoE and reasons for why desynch has to stay; they are all done in LoL with absolutely 0 desynch. And LoL has 10 players + countless minions in fights. It is also from a indie developer.

But still I have faith in PoE, and will come back for good once desynch, game response and command queue problems are fixed. (also some graphic optimization would be good, Act3x content is horrible)

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