Streamlining legacy league mechanics AND reducing loot spam - a hindsight review
League mechanics are fun on the first time, all the things to do.
But when the game has 30 of them it starts to feel like a job. Not to mention how effect heavy the game is, just that alone is extremely off putting. You start a map and... there's the delirium mirror fog, constantly spawning, then a breach, then some syndicate members spawn, then you need to place digsite bombs with the floating text boxes in your face, then a ritual and ultimatum altar, then beyond monsters spawn, and you stepped on a abyss rift because you can't see shit thanks to the clusterfuckery of everything to the power of wtf is going on, but wait there's more, then you gotta interact with half of them, click this, click that, read the things, no pause button, make decisions... It just doesn't work, there's too much and instead of a fun game it starts to be a really annoying task to... just manage shit on the screen as if you're running a small kitchen and everything is on fire. That's not what a ARPG should feel like. You should go around, kill monsters and loot them. Good mechanics, rated for being streamlined, are stuff like breach, abyss, strongboxes. You just click, kill and go. When it comes to "making choices" we don't really care, it's a waste of time, we have all the guides online, why make us stop at a syndicate event and remember the rotation rules of what rank member to kill first, to open the bargain option on others, etc. You could totally automate it and everyone would be happy. Automatically call the shots, nobody cares, drop some veiled items, interrigate who you want, let Jun streamline the shot calling and show a little visual progress bar on the safe houses without opening any selection windows. Same with digsites. Nobody wants to stop and check their dps tooltips while playing alts, or remember what type of dmg they do, to avoid opening a target that makes monsters immune to your main type of dmg, ele or phys. Put premade bombs that we just click to toggle them white = off, and red blinking red = on, remove all immunities, because we would not pick them anyways! Why have a "lol gotcha, now you can't do any dmg to them!" troll mechanic in it? I came to play not read fucking shit... Instead of text, make more visual icons that show monster res/dmg buff types etc. Same with harvests, remove the fake pseudo choice and just mix the plant fields, fuse them, one button click spawn them, kill 'em and loot, and go. Who the fuck is keeping a memo that tracks all the tiny insects and big animals that spawn and calculates the lifeforce they drop, get the fuck outta here, JUST CLICK KILL AND GO. People can spend like 30 min in a map to full clear and engage with everything, check loot etc, when it could take only 5 min if everything was more streamlined like I suggested. Has anyone ever failed a blight for choosing the wrong tower type? No, you either have enough dmg and speed and range to clear everything yourself or you don't, in which case towers don't really carry you. Just make them premade types that we only click to power up. Blights are already such insane cpu/gpu cooking clusterfuck maps where you can't see shit, no reason to have us stop and track 100 towers and their upgrade icons and types of dmg when there's enough pain in the ass to keep an eye on 9000 red dots flooding in from every direction. ------------------------ Here's the other big change that would make poe better: Reduce the loot quantity 99%. It's a simple fact that the game is bad, if it becomes only playable IF you apply a loot filter. What the fuck is the point of having loot if 99,9% of it needs to be removed from the screen the second it spawns??? Why can't you keep this loot table VIRTUAL? You don't need to vomit every single item into existance for it to be instantly ignored by the players. Loot should drop no more than 1 type once per screen, that would be a good density. Some currency, scrolls, white, magic, rare, unique items, maps, every affinity type 1 / screen, spread wise. IIQ makes the virtual loot table BIGGER. More stuff to roll, higher chance of something good being among it. IIR works as it does, giving the loot on that table a higher chance to be more rare and valuable stuff. DF = drop frequency, a new term I just came up with. This should be a internal cooldown for how often monsters can drop something. Of course rogues and map bosses etc always drop their baseline stuff ignoring the DF cd. So don't worry you still get your juiced boss kill megaloot pinjata dopamine fix, you gambling addicts. LESS IS MORE ! This would literally make the game so much better. - no more forced use for filters, though still available - no clutter - no need to constantly eye ball 100 items on the ground, it's physically and psychologically draining - whatever drops has more value, due to scarcity, evern white items can make you go "ooh this is a base some use to craft", as almost every item you see actually has value to someone else. You have to be insane to tell me this is a bad idea, that being forced to run a super strict filter is somehow superior. Who wants 500 items per screen, of which 99% are useless garbage, instead of only 10 items, of which 10-20% are worth picking up? Make this virtual loot table which exists in "the matrix", and it only drops items at a much lower rate, with higher values. It's literally that simple. Quality of life and gameplay enjoyment goes up 900% for everyone, elite or casual, and you know it. Last bumped on Nov 4, 2024, 8:44:12 AM
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