[Constructive discussion] Which systems do you think are quite old nowadays?
Playing Poe2 after a long time break from ARPGs, i think Poe2 changes a lot of design decisions from poe1 or other ARPGS (the support skillgem system or the evasion changes), but also misses the mark in other departments.
The most obsolete for me are two: - Accuracy rating: I mean, this is copypasted from Tabletop RPG with their "roll to hit" mechanic. I think that everyone in an ARPG should have 100% chance to hit an enemy with no evasion, and evasion should reduce that chance to hit. It feels so odd to miss an attack (even more with a low attack speed weapon like a two handed mace). - Gear system: This is proving to be wrong as time passes. First of all, the mod tier should be linked to the ilvl. If drops an ilvl 80 weapon, it should roll ilvl 60-80 mods, and forego the lower tiers. The mods themselves are weird. Some are too powerful (mandatory) and others just memes. The mods should bring build diversity: one mod isn't helpful for you, but good to another build (like critical chance or attack speed in poe2). The base item should should scale around ilvl too. For example, the Crackling quarterstaff should scale their damage with its ilvl. In this regard, you would need less base items but you can afford to make them more distinct (like the base damage quarterstaff, or you could design some items with more damage and less critical, or viceversa). Last edited by Sulik7#2502 on Apr 20, 2025, 4:53:41 PM Last bumped on Apr 24, 2025, 5:13:47 PM
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'Boss Hunting.'
But... It's very difficult to design other engaging play without having to spend a ton of resources handcrafting it. Bosshunting is basically the "Alch and go" of ARPG's winning formula, especially in those with dynamic content generation. (GGG has done an outstanding job with merging gameplay mechanics and choices, though. None better! But they will have to do that for PoE2 as well.) |
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what is old mechanic....
Running Level 76 maps with level 48 weapon, because you CANT craft any better NOR loot any better. that is OLD. SSF player✔️
ARE YOU NOT ENTERTAINED!? |
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" Yeah, that's a problem based on the current gear system. |
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Having to identify equipment. Really not sure what purpose this still has in games.
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" Yeah that's probably what I'd call old and outdated aswell. Just playing LE atm I notice how good it feels to instantly filter out any unwanted items and only pickup stuff that's acutally good. Well in PoE2 u'd only pickup an item once per week then probably, but that's another topic. I still like unidentified uniques tho, LE has cocooned Uniques aswell and they are kinda exciting. Also it makes sense to trade unid uniques, if u don't wanna gamble on stat ranges or affix rolls like Watcher's Eyes. Last edited by Sadaukar#2191 on Apr 20, 2025, 3:50:31 PM
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" Good call. The game should be smoother if you could filter items on the ground by affixes and suffixes. |
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Having to ID items is pretty critical for 'expectation' drama and playing 'inventory Tetris' is actually a good mechanic.
The problem now is that they have to correct for changes to Map Portals to yield a good effect- Be prepared for them to revert some or all, forcing players to make harder choices about how often the mule loot out of maps... |
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Refusing to experiment with more open or variable campaign structures while knowing that players will be required to replay the campaign over and over is certainly up there.
The generic "ARPG campaign" is greatly holding back ARPG end-games as well, because inevitably that's something that gets cobbled together at the last minute out of assets reappropriated from this completely different style of game. There's such a massive disconnect between the openness and randomness of the end-game vs. the linearity and story focus of the campaign that one of them must suffer, and with how ARPGs are developed it's always the end-game. Yet, ironically, it's the campaign that players have the most issue with, by being forced to replay it over and over! Not a good system for anybody, not players, writers, or game designers, yet it persists through sheer inertia. |
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