thank you.
Because it seemed to me some players are telling me the game will be directed only to players who enjoy jumping from one char to another not caring too much about getting the best items, trying to become stronger to beat harder challenges.
Lets make a casual game but lets put ultrarare itens that are not achievable even with thousand of hours. Either the game is lost in its direction or I am Lost.
At the end of the day gamers will want more, but there is always some audience telling its the player fault for having unrealistic expectations.
In monoliths i would change maps from static ones we got to randomly generated each time, like Diablo 1. I start to recognize some maps in monoliths and that’s not good, because it gets boring. I applaud recent efforts to streamline current set of maps though.
Arenas - why do we have to change arena every 10 waves? In arena i want to smash things instead of admiring load screens.
I don’t play arena in LE (barely few times), just monoliths, but in monoliths’ arenas i noticed that AI paths in require work. Often after clearing arena i have to wander around in search of some lost mobs to end it.
You are a bit lost tbh . EHG never said LE is for casual audiences only. Not that it matters much at the end of the day when it’s more probable to be hit by lightning twice then to get ultra rare gear in the game.
They do a lot of stuff somwhere down the line and every time you ask about stuff it get’s later. This reminds me of G. R. R. Martin who said he kills a Stark every time somone ask when he’s done but in LE everything get’s done somwhere down the line but the line gets longer and longer ^^.
My last job had a running joke about v2.0 of every project we did. That’s where all the features that we didn’t/couldn’t/refused to get into the release would get done. But… v2.0 never happened… ever.
To be fair if there aim is this, they got sniped by D4. D4 sits in between LE and PoE, LE every patch goes more and more casual friendly at the cost of an enjoyable experience for those with more time in the game, and a higher time investment available for it. LE is on track to be the most casual arpg on the market lol.
If you have a friend who wants a game to put like, 40-80 hours into, and then move on, LE is amazing for then, huge recommend. If you have someone who wants a game to go back to over and over for then next year or so, recommending LE is just being a bad friend lol
40 hours, then move on? Diablo 4 for sure, no hesitation there. If you’re just here long enough to enjoy the campaign, see the sights and do a few early endgame activities, you can’t even compare D4 with any other ARPG. Graphics, voice acting, quests, open world, if you are going for a single playthrough it is in a league of its own, worlds apart from PoE or LE.
But if you want a game to come back to once in a while, briefly, then LE is perfect, because trying new builds is fun and doing it is so quick and easy. Like, one weekend twice a year or so, try a new build, see what has changed, have fun with new skills, reach empowered monos within two days, go back to another game. Rinse and repeat every 6 months.
Yeah I agree with your view of LE ther, but I meant more like, return to play 100 or so hours. In that regard I think D4 is better, becuase of the weight to the game, it feels more impactful to do the things, so if you’re doing that a few times a year, the lack of variance is less of an issue. With LE its like you say, short stins of time, becuase getting to x point doesn’t take as long.
And what we both seem to be saying is also that neither of them are the like, huge time commitment every few months type of game. Which I think is what some people are hoping LE becomes, but it probably wont ever be.
I’m always for stealing good stuff and working on it rather then introducing trash noone wants. Then again there are endless oportunities of what can be done that working only on boring stuff only get boring results.
Why don’t they spice things up? Timed stages? Labyrinth maps? Trap gauntlets? Linked stages where enemies get stronger untill you created one boss to kill and get good stuff? Took me 3 seconds to think about something like this and nopone can tell me that’s hard to code. All we got are kill objectives… thankfully we have no endgame fetch quests .
You’ve never worked in software development or QA have you? Just because it takes a few seconds to think up an idea, doesn’t mean it then wouldn’t take a few more hours/days/etc to fully work the idea up (including the UI) then more time to code it & test it. And that’s assuming the people involved weren’t working on more pressing matters (bug fixes, other content that needed to be done for 1.0 such as the 2 other classes & the factions).
They don’t work on the game for thre day or three months or three years. All we got are some rather boring dungeons and mindnumbing monoliths. In the great scheme of things we got trash when brainstorming ideas and different aproaches take a bonobo like me three seconds. In all the time when they made up their mind about the game and then starting and developing the game all we got is what we got? I call it a waste of time then .