Challenge League Post-mortems
" Geez, cool your jets. I can't help but imagine you frothing at the mouth while you scream, kicking a box and stubbing a toe, wailing for a good five minutes about how unfair and terrible the world is, to you especially. Though I too am sad to see the shirts go. I always liked that sort of physical and heavily limited sort of trophy. ... is not a troll
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A good developer does learn not just from their mistakes, but their successes. At least we do see that GGG is taking something away from each experience. A few observations I'd personally highlight:
" This a thousand times. The Beyond demons are practically BEGGING to be extended onto... Basically, they're like the Vaal pre-1.1.0, or MANY of the lore's characters before Awakening. It would also offer an easy option for endgame content, which I feel is one thing this game DEFINITELY should expand upon in the future. More things akin to Atziri. Perhaps instead of corrupted side areas, Beyond Bosses (in maps) had a chance to drop Beyond fragments... With one themed to each boss. Overall, I've really liked the concept of a "hunt around across various maps to find keys" sort of route as a new way to breathe some variety into the mapping endgame. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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That ehhm a kinda heavy :D
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Chris just to let you know there maybe a good reason for a lot of people not doing the hardcore leagues when they are on. I myself don't have the best internet and this would be much of the story around Australia I get low line speed and after around 5:30pm frequent disconnects so doing something like hardcore is definitely out for me. Also my computer isn't that fast I am still operating with a standard serial HDD where I feel a lot of the game relies heavily on load times during the game play. This is not of you fault nor am I in anyway complaining I understand what I have so I don't try to do what I can't.
These can be however a lot of the reasons why people do not play in hardcore. I hope this can help you to understand in some way. The future for Australia internet is looking really good though as my area is on a list to have all the cabling improved and switched to NBN which will be something moved out across most of Australia in time. |
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" The Beyond-in-a-Pit-Cage is probably the most obnoxious result of Beyond mod. As it stands, whenever Beyond is active, my enjoyment of the game plummets... and we get it all weekend, every weekend. SUCH JOY. "People ask me why I do this at my age. People are rude."
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Interesting stuff...thx
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Good post about the leagues and what you've learned from them. Pretty interesting to see the game design process and evolution of the design.
However I found some points confusing. You keep talking about money. It sounds like you're bragging, "hey we've got all these millions". Also you make it sound like implementing some complex feature is just a matter of pouring more money into it. Also after all this you say that you'll stop sending out t-shirts. Say, an exclusive t-shirt plus shipping costs you $100 (probably less). 50 of them costs $5000. So you talk about spending millions on the game, but don't want to spend $5k on your most dedicated players. Meh. Last edited by Khelevaster#5388 on Dec 1, 2015, 4:45:46 AM
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" what's your problem? imho it's simply too much money considering it's consistently spent on 0,002% of the player base. if that's really a problem for you: here is one solution. age and treachery will triumph over youth and skill!
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Amen to this wise man:
"As to more on RNG gating... The "identify/possess at the end of league" challenges have probably been the worst. What GGG is well aware is that they have always served as a useful "gate" to keep EVERYONE from succeeding at the end... The problem is that it's poor gameplay. In fact... I don't think a single person has completed them by actually earning all the drops. Instead it's just been a case of "farm to make cash, then buy all the parts from those who have no chance of completing it, but got lucky enough for 1 or 2 of the required drops. As in this case, it's not RNG gating, it's trade and economy gating. This is Path of Exile, not Path of Merchanting." Why do you want to force people to spend time trading, ggg? You got the data, how many people did complete the challenges of "identify this unique.." without trading, on their own? Why can't you make it deterministic ie level master to this level, kill monster boss etc and remove these annoying trading challenges? |
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First I just need to say that it amazes me that it took you guys so long to realize that creating completely different standard and hardcore leagues is the wrong way to go about it. There are several reasons, some of which you acknowledged in the main post.
1) The obvious - it takes twice the resources to create twice the content. 2) Related to the above, splitting a set amount of resources two ways means neither is as awesome as it could be, both in terms of balance and content. 3) You run through ideas faster. In the end you'd be scrounging for interesting content to make new leagues. 4) Most important to me as a player - Half the player-base will either never see it, or only see a lesser form if it gets mainlined. You noted that most players don't jump between leagues, and I'm pretty confident in telling you that's because the #1 concern as a player choosing a league is by far "Do I want to play hardcore or not?" What the league has to offer is a secondary concern, just important enough to breed discontent when the grass looks greener on the other side. Some of my thoughts on specific leagues/expansions and/or their mechanics: Anarchy, Domination, Ambush: These were my favorite leagues as I felt they all added something that PoE was missing - exciting and rewarding high points punctuating the usually humdrum journey through Wraeclast. The shrines felt the least impactful of these, are still fun. Rampage - Didn't play it. Never seen Rampage in any form. Sounds boring, but I can't have a real opinion on it. Torment - Didn't play it, my experience is only with the spirits as they currently exist. Their mechanics are unintuitive and unfun, so I typically kill them immediately to shut them up or ignore them and move on. Warbands - In my opinion it had huge potential, but ended up a giant missed opportunity. Expanding on the rogue exile concept is a great idea. Groups of enemies that cooperate by design is a great idea. Unfortunately my experience with them was that they were very rare (especially the higher ranks), huge damage sponges, and less rewarding than a standerd-issue rare mob. I played a character or two to mid-level maps (a rarity for me), but in terms of time spent I quit this league quickly. Onslaught - Didn't play it. Clearly no imagination went into this, boring, moving on. Nemesis, Bloodlines - Never played the leagues. The mods used to be interesting, but over time have been nerfed to near-irrelevance. Invasion - Didn't play it, I just remember the balance complaints. No idea which currently-present bosses were from Invasion. Beyond - What little I've seen in Zana maps makes this seem pretty cool. No extended experience however. Tempest - Was pretty fun in the races I participated in, and I think it works well in that context. Probably too much for a permanent mechanic though. Also, I heavily dislike the "area matters" theme used here and in Warbands. Sacrifice of the Vaal - Good stuff here. I'll likely never see Atziri, so ignore that. But the corrupted side areas are pretty great and I wish they showed up a bit more often in the current game. Vaal skill gems are a pretty cool idea too, though I rarely use them due to lack of gem slots and that silly zone-locking of souls. Forsaken Masters - Didn't see this until Warbands, but it was a long-needed way to alleviate the RNG hell that is all too common in PoE. Not a huge fan of the repetitive missions to level the masters though. Awakening - I'm having a hard time remembering if there was anything new mechanically here. Act 4 was definitely a welcome addition, but that's a separate discussion. |
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