Constructive Ideas…at least I think?



This is not a complaint thread….but some ideas based on what I feel like the majority of the players have discussed…however, I won’t speak for anyone else as I share the same general frustrations. I’m not a “boomer” but I’ve been playing mainly RPG, ARPG, and MMO games since the early 80’s. I’ve also done a lot of indie game development creating large worlds with heavy itemization, thousands of “mobs” and bosses, maps…etc. on through to less sophisticated player balancing. I think I understand creator intent and the things I had developed were what players considered quite challenging, but also rewarding. I know I’ll get flamed for all of the above, so flame on!

It’s seems the developers want an ARPG Souls like experience, which I honestly do not feel is possible with all the randomness that this style of game brings. There are simply too many variables to account for, so it loses that ”learn your lesson and try again” feel.

However, I think there are compromises.

1. Generally, the “one hit” mechanic Damage needs to be toned down by about 10%.
2. The telegraphed warning signs (actions and ground/spell indicators from mobs and bosses) needs to be increased by about half a second.
3. Ground damage (poison and fire) needs to be either toned down a bit or not last as long. Same with effects like the floating purple orbs.
4. Each end game map now has about 3 waypoints to find. How about each one you find gives you an extra life for that map? Each time you die you still lose 10% experience death and the map resets. Also, as we want the players to, “learn their lesson”
1. 1st time you die you lose 10% damage output for that map.
2. 2nd time you die you lose 10% of each elemental defense for that map.
3. 3rd time you die you get no experience for kills.

Allow people to weigh the risk/rewards…not force them, in many cases, to essentially lose hours of progress.

Just some constructive thoughts.


Dernier bump le 10 févr. 2025 09:44:54
Anyone else think this could be a good compromise?

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