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

no, no , you silly people . I just mean a place holder for your exp. you would still have your gear and crap.


we don't need to lift it exactly from d2 . god that would be painful.
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Saltychipmunk a écrit :
no, no , you silly people . I just mean a place holder for your exp. you would still have your gear and crap.


we don't need to lift it exactly from d2 . god that would be painful.


QQs if the instance resets or disconnects or downtime?
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Saltychipmunk a écrit :
no, no , you silly people . I just mean a place holder for your exp. you would still have your gear and crap.

we don't need to lift it exactly from d2 . god that would be painful.


Titan Quest has just that, when you die you respawn normally, and you can find your tombstone and recover it to get some XP back, if you don't - no big deal.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Why would you bother with death mechanics in an ARPG--

Oh sorry, I have to walk out of my hardcore bubble for a moment to empathize with people who don't lose dozens or hundreds of hours of hardwork when they die and instead lose a couple hours, or just a day's worth when they do...

Really, dying sucks no matter what the penalty is. Lessening the penalty in default would lessen the achievement of reaching level 100. Death is already of minor importance in standard league, only truly hurtful when you reach 80+.

If we have to make this game even easier than it already is, it should be a new separate league. But we know the devs'll never do that because it'll just fracture the playerbase between HC and SC camps further (and nobody would probably play default/standard as a result).
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
@Cronk : I told you from the very beginning that you would miss the meaning of what I said if you would keep ignoring half of it.
There is actually no need for clarification on my part there, if you don't really read, I cannot do anything more.

I believe that Moosifer was speaking about what the guy in the video said by "my piece".


/agree with anubite about the death penality, I don't really understand why they lessened it in the first place : it didn't change much to be honest, fail builds are still stuck are some points ( which is the point ).

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Cronk a écrit :
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Saltychipmunk a écrit :
no, no , you silly people . I just mean a place holder for your exp. you would still have your gear and crap.


we don't need to lift it exactly from d2 . god that would be painful.


QQs if the instance resets or disconnects or downtime?

There is plenty of time to joined back an instance honestly, with so many waypoints, it's not much of a big deal.
And if you are far away from your checkpoint, it makes you value even more your actions because of this fact. Besides, dying somewhere would even remove any threat of the instance disapearing, which would completely go against the design that made GGG put this timer in the first place.

Now, not being able to join it because of a disconnection would suck but ... GGG cannot just take in consideration all the possible crashes / etc in their game design.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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anubite a écrit :
If we have to make this game even easier than it already is, it should be a new separate league. But we know the devs'll never do that because it'll just fracture the playerbase between HC and SC camps further (and nobody would probably play default/standard as a result).


If you mean a self-found league, even if time needed to acquire decent gear via boosted drops/crating would be comparable to playing the game in normal with trading, it would still be harder. You might get good gear, but with trading you buy just the thing you need. In other words, an amulet that gives you 2 resists, % ES and flat ES is superb, but it's a piece of crap if you play a life char.

What Chris said in that interview about splitting the community is BS, the community is split already, we got 4 completely separate leagues at any time, except at 4-month cycle end when it's gear dump time. You'd be surprised at how many people left the game because they had a hard time outfitting their char without trading, self-found league can only draw more people to the game.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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Fruz a écrit :
@Cronk : I told you from the very beginning that you would miss the meaning of what I said if you would keep ignoring half of it.
There is actually no need for clarification on my part there, if you don't really read, I cannot do anything more.

I believe that Moosifer was speaking about what the guy in the video said by "my piece".


All you do is repeat 'read again' - why don't you use that forum wordage and time to just fucking explain what you meant?

Its because you can't...
It's because I have been quite explicit and I also really dislike people skipping half of a point to try to make stuff up, like you did ( even if it's not on purpose ).
Also the fact that you overreacted over nothing is because you did not read an explicit statement ( preceding an obvious sarcasm, right ).

Ask yourself why you are the only one having that "problem" ....


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raics a écrit :
If you mean a self-found league, even if time needed to acquire decent gear via boosted drops/crating would be comparable to playing the game in normal with trading, it would still be harder. You might get good gear, but with trading you buy just the thing you need. In other words, an amulet that gives you 2 resists, % ES and flat ES is superb, but it's a piece of crap if you play a life char.

I don't think it's about self found at all.
Just that if you make it easier in term of death penalty, it will probably become much much more casual friendly and would be better in a separate league because of that.
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 3 févr. 2014 à 13:19:06
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Moosifer a écrit :
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Fruz a écrit :
Some of what is said in the video really fits for ... arcade games.


"[...], if you demand that the player waits for minutes of content they already mastered just to get another chance to the thing they failed at, you have created a game that is punishing, not difficult. And punishing game will never succeed".
BS.
Seriously, this sentence basically states that most RPGs game will never succeed.
This applies for arcade games maybe, not for PoE.


I think that particular advice is geared more for games where failure is intended/likely. While ARPGs purposely discourage death so that piece doesn't apply well here.


If 'that piece' refers to the vid, then this is all total BS from both of you. PoE is totally 'arcade' in it's approach - monster scaling is just life/speed/dps increases, there's no 'greater challenge' - it's the same game but faster and stronger - the very definition of arcade.

But in terms of PoE, you click resurrect and go str8 back into the action, I don't see minutes of waiting to do the same shit all over again, so I've no idea why you need to say PoE, or RPGs in general make you wait minutes when they don't.

And moosifer states quite clearly that aRPGs don't encourage death (or 'fail' as you ineptly describe it), while furz is saying that all aRPGs intend that you 'fail' (die? I dunno, he wont tell me for some reason).

Any game which applies one-shot mechanics, regardless of your Life and defences, is an inept RPG system which is making 'fail/whatever' (die?) an 'important' experience destination - like the guy in the vid says, to make you put another quarter in the machine. Most RPGs are not completely arcade in nature and most RPGs do not employ one-shot mechanics regardless of life and defences maximums. In order for the 'puzzle' to be solveable the solver must be allowed more than one hit to react, or, at least, have the means by which to reduce the impact of the hit to less than one hit (and preferably a lot more than two hits) or some means of running/kiting/hiding/hit&run etc.

So furz is 'wrong' because 'fail' (death?) is not an intrinsic necessity of RPGs and moosifer is wrong because PoE does indeed apply purely arcade progression principles.

But moosifer doesn't think RPGs are 'fail-based' where as furz thinks they are when discussing the one teeny point in the video about regarding how long it takes to get back to where you were when you die - snd 'I'm' the one being berated for 'not understanding'. Quite amazing.
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Cronk a écrit :
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Saltychipmunk a écrit :
no, no , you silly people . I just mean a place holder for your exp. you would still have your gear and crap.


we don't need to lift it exactly from d2 . god that would be painful.


QQs if the instance resets or disconnects or downtime?


but it is better than what we have now wouldn't you agree?

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