PoE is punishing, not difficult. Video to clarify the difference.

Basically, if one video less than 8 minutes long can sum up everything wrong with PoE aside from desync, this is it.

http://www.youtube.com/watch?v=ea6UuRTjkKs

Let's see:

Lack of telegraphing? Check.

Lack of tools to solve problems (aside from tank with face with path of life nodes)? Check. In fact, the vast majority of the enemies in the game exist to be just that, regardless of your build, with differing enemies being something a certain character can't solve. Eva/acrobatics? Vaal rocks, physical spells. Melee? Voidbearers, Kole. Tons of damage in one hit? Reflect. Tons of damage through a zillion little hits? Lightning Thorns.

Respawning a mile away from where you died (unless you have CoD+portal)? Check.


Extreme difficulty spikes? Act 3x, check.

Trying to extend a small amount of content through excessively slow progress and arbitrary difficulty? Check.

Making a game obnoxiously difficult by having so very many things kill you in a few hits? Devourers, Kole, vulnerability-casting monsters, some things I missed...check.

Basically, a game that feels like it wants you to fail at every turn rather than actually succeed?

Check.

Punishing vs. difficult--case in point.

Discuss.
Dernière édition par Gary_GGG#0000, le 5 févr. 2014 à 10:03:55
Ce fil de discussion a été automatiquement archivé. Les réponses ont été désactivées.
Battle Toads was punishing, not difficult, too then.
Dernière édition par Sa_Re#3411, le 2 févr. 2014 à 16:35:52
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Sa_Re a écrit :
Battle Toads was punishing, not difficult, too then.


bikes level. oh dear god.
....

the video has a point a about games like Dark Souls being consistent rule-wise: anything and everything will own you once you make a wrong move. the game makes that very clear to you, so you strive to get better for that "YEAH!" scream coming out of your lungs when you beat a giant beast boss, in the 1000th attempt.

Path Of Exile isn't consistent:
Act 3 -> gardens, tower and Dominus.
map -> map boss.
afk with good gear -> get slaughtered with less-good gear.

there are more than enough examples.
and having the dice decide if you win or lose, rather than your own skill and game knowledge? yeah.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Dernière édition par johnKeys#6083, le 2 févr. 2014 à 16:51:14
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IlyaK1986 a écrit :

Respawning a mile away from where you died (unless you have CoD+portal)? Check.


Lol.

Also in response to the rest of your post, lol x2.

What you think is "punishing" is exactly what makes the game brilliant to others.

This isn't some average casual bullshit and it shouldn't play like it either.
Man_Mode
Try Ninja Gaiden if you want punishing -.-
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
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I_NO a écrit :
Try Ninja Gaiden if you want punishing -.-


Ninja Gaiden ain't got shit on Cat Mario.
IGN: NNQQ, Sporkay, Rands_
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kolton a écrit :
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I_NO a écrit :
Try Ninja Gaiden if you want punishing -.-


Ninja Gaiden ain't got shit on Cat Mario.


OH IT'S ON

LEs DO DIS
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
One thing that video did not portray was the bit about how punishing is actually a level of difficulty.

My first thought starting this response is, that you mentioned travel and deaths as if it were a problem. THEY PUT A WAY POINT AT EVERY OTHER MAP JUNCTURE. Also, portal scrolls are your checkpoint. Not to mention that I'm mostly a hardcore only player. What's this cast on death you speak of?

Anyways, onto words and definitions:
Punishment. A penalty for doing something wrong. Well, If you walk up to something and don't see what is about to one shot you... That's your fault. It is a just punishment. The game is designed to force you to act on a whim. constantly. Literally, the entire game is based around small chance of reward, large amounts of risk (unless you play default/dom, in which case, small chance of reward for a few deaths).

Punishment is part of difficulty. You get punished in every game for doing things wrong. If you miss a jump in a less punishing game, you fall down a level and have to climb up again. If you miss that same jump in a heavily punishment based game, you start over on that level or entirely. It's the same thing, just up-scaled depending on what the developers aim for.

The difference between punishment and difficulty is not what should be noted here, because to compare the two doesn't do you any good. the game is both punishing and difficult. that's the fun for some people. Not fun for others. The way I'm imagining this is that you've taken a subcategory to one subject and are trying to compare it to that subject itself. It's like making a Venn diagram and folding the middle into the primary circle. Then following up by trying to make a case out of it by not talking about the second subject.

Edit: fixed the last sentence to make more sense for myself, not sure if it makes sense to anyone else.
Dernière édition par Kyr205#0674, le 2 févr. 2014 à 17:08:00
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IlyaK1986 a écrit :
Discuss.


Reroll in HC.

Once you're 75, maybe you'll demand average punishment bump, who knows.
Dernière édition par CCR5#7770, le 2 févr. 2014 à 17:13:13
Honestly... how can a game be difficult if it isn't punishing?

If a game is difficult but doesn't punish you for keeping up with the difficulty... why should you even bother? PoE isn't a "skill"-based game. You actually won't fail that often due to mechanics or ingame-mistakes. In theory it is more of a simulation, where you build a certain character to succeed in most environments. PoE is a continues gear and buildcheck. And well I agree that the difficulty is a bit spiky at certain points, but I'm not sure why difficulty-spikes are more punishing than linear difficulty-increases.

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