Spent 250+ Hours on PoE in the New Season. (Feedback Review)
I bet a good chunk of that time was AFK. If that's the case we have a similar amount of hours played. I might have 130 hrs no AFK included.
Speaking of the experience alone, it rushes too much. A zerg rush. A swarming and bull rush. You wouldn't be complaining as much if you were getting through what amounts to a "Story Mode". You wouldn't be complaining as much if you had to use currency throughout the Story Mode to get a bit more out of gear -- it would be familiar and spaced out. I think the game should introduce past leagues as part of the campaign, Act 11+, and have it make more sense by removing the Atlas until later. The Atlas is where they put the Min-Max Demand but it should be spaced out more. The Atlas stuff is the easy way of introducing new material. It just portals you places. So do the random holes to underground or whatever in the world from past leagues (not a big complaint just saying I recognize it). Makes sense for developers but not for a complete experience -- it is too arcadey and neglects the opportunity for a better experience. Any kind of portal or transportation introduces smallness and a kind of arcade effect to the world overall -- not a total bomb of a feature, it is just playing with fire. Pandora's Box. Its implementation can only improve, basically, and often this means limiting or contextualizing it. Money has to be gotten and they push that responsibility on Atlas. But I have some alternative suggestions: $5 of points to get through a big Act 11 that is . .. a bit apocalyptic and permanent (my idea for this is in another thread for a New League called "Refuge League", word "Skinwalker" is in the title of that thread), reintroduce old leagues in a new way and telling a more professional story in Act 11 & 12 for another $5 of points (for Act 12), and reintroduce Atlas in Act 12/13+ with another paygate of another $5 of points on your account. PoE 2 could be another $10 of points and with its very anti-outsider paranoid witch hunt feel I think my idea for a new Act 11+, new League with a bit of a permanent apocalypse to Wraeclast, it would mostly fit seamlessly & meaningfully. Where it doesn't, it's usually a narrative issue with some fast solutions. There is a lot that can be done to make the experience better and at the same time profit. With a better experience it is easier to market. Some call this game a journey but there is not much journey to speak of. There is more journey in America's National Parks. Trying to create the experience of a journey in a video game is not easy. It is just a video game, afterall. It is an electronic monitor. Pixels. Keyboard. Mouse. It is naturally closer to the 90s Arcades than a Journey. But I appreciate the effort and effect that can be created. If you want to get away from the burnout, from rushing & sensory overload, a challenge mode should exist that slows everything down and takes gear & skills out of the game -- This is Ruthless, Solo Self-Found, and Hardcore. I don't think it goes far enough though. The Naked Savage challenge idea (from another thread) I came up with pushes it further. Try it out. Good feel to it. Just a Karui Marauder unarmed punching with no flasks or gear. Getting a quite small account-wide progression gain from completing such a challenge would loop it back into the Atlas & End-game. Putting a pay-barrier on a new 'apocalyptic' Act 11 (pre-Atlas) would push some to try the challenge before dropping change, and feel better tackling Act 11/+. If GGG added more natural stat progression; getting more from attributes and innate attribute progression based on character; it would feel better and help anchor & ground the gear progression (giving it something to compare to). That's waiting on GGG though. Last edited by Dylan_Schreiner on Sep 3, 2024, 5:53:25 AM
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