Please make the "cycle" mechanic more accessible

It wasn’t funny and it’s also inappropriate in tone and as well as for the connection drawn.

Yes, that is a fact.

A cycle has no meaning for FOMO itself though, I think you don’t understand which aspects are FOMO and which are a simple timed competition environment… since competition enforces a time-limit to be meaningful.

It’s also why lootboxes are bad but why TCG-drafts are fine.

The same is there with the FOMO aspects, knowing that for example a challenge reward for playing a league is necessary (like the totem piles), MTX becomes a bit of a wonky thing but a guaranteed timed option to buy a supporter pack and hence get the stuff inside of it is clearly not.
Why? Because there is no reason to limit digital good in term of availability time-wise. That’s a prime FOMO example. ‘Buy it now, tomorrow it’s gone!’ is the core definition of FOMO sales.

So first learn what the heck you’re talking about before trying to disparage it.
You’re not pointing out irony or hypocrisy… you’re making a clown of yourself if you generalize in a nuanced discussion, that’s a pointed difference.

You can twist and turn all you want to make it fit how you feel…that’s fine. But it doesn’t mean you’re right. It just means you take yourself way too seriously and in all likelihood are insufferable to be around. You guys literally all sound the same…as if reading from a script.

Go ahead, explain what FOMO is if you’re so well-versed on the topic :slight_smile:

Maybe instead of speaking down from above try to make a proper discussion, or… since you love the political notions so much… you sound like the debate style which is used in the US. Just throw stuff at the other and undermine their position to win your own rather then see the nuances and positions to work on a general viable solution.

Explain what FOMO is? The fear of missing out? Is that literally your question? Dude just stop ok. Everything is going to be fine.

I make one political joke and now I love political notions so much? Dude listen to yourself. You’re a bot.

Well, guess you can’t do it it seems. Sadly.

I don’t know anything about US politics or Biden, but I can savely say that there are a lot of things that I critizied about EHG and LE.

But at its core EHG’s vision for the game seems to be very much aligned with how I personally think ARPG’s should be, so naturally I will agree with a lot of things.

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I find this funny because monoliths are basically “Delve meets maps”.

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As in - you can spend entire League only in Delve if you want - and many people do.

This was in response to somebody claiming Delve is ‘‘dead’’ due to removal of some crafts.

As in, there’s nothing in terms of gameplay that delve has and monoliths don’t have. You have a web to discover, you have special reward nodes, you have infinitely scaling content, you have bosses.
I’m curious to know what you think delve has that monoliths don’t.

Your quote could be a description of Delve or Monoliths.

I am not saying one has something that the other doesn’t - though that is also true but besides the point.

Delve fulfills your quote (+more) which also applies to almost entirety of Monolith structure.
And it’s just one League (albeit admittedly more impactful one).

That was the thing to take away - not actual gameplay of ‘‘mine cart’’ and light/darkness inside Delve vs stability/echoes in Monoliths.

I still don’t get your point. If your point is to say that PoE has more endgame, of course it has. It had 10 years to make them. Although it didn’t have as much endgame as LE does until well after launch.

Devs are adding content as they go, much like PoE did. This cycle we had nemesis and harbingers (not unlike when PoE launched Atlas with Shaper).

I’m pretty sure PoE2 also won’t have half the endgame mechanics PoE1 has either and they’ll build it up over time.

My point is until LE has more endgame the mechanics in the game should be more accessible because I (and I can’t be the only one) will get bored/annoyed at lack of shit to do. That’s my point. Whether or not you were asking me specifically is whatever…

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The list of mentioned leagues is bigger then the list of non-mentioned leagues.
Especially when we look at the size of the respective league mechanics then the biggest ones actually had the vastest permanent changes towards core implementation, loosing a variety of functionality, up to being reduced to miniscule item drops or not even existing at all anymore.

The synthesis memory mechanic was highly praised by players with the exception of the limited memory storage (10 pieces). In comparison the crafting mechanic of it was nearly unanimously declared as ‘bad’.

The memory system is gone too, why? But we still have the baseline item functionality there.
If it would’ve been bad then that should’ve gone too, right?

Or let’s take Scourge, which people generally liked for how it was made but weren’t fully on board with the RNG factor. But… adjusting their items in the general way was well received, just the notes at times were something people didn’t enjoy. The solution would’ve been to adjust that and not outright remove it.

So no… it doesn’t uphold anyway.

Delve has lost all unique fossil crafting.
Bestiary has lost around 50% of the crafts, the most interesting ones are all gone outside of imprints which have been nerfed into the ground.
Harvest has also the majority of the functionality removed.

So… let’s just take ‘Affliction’ then.
The devs quoted ‘Yeah, when we did it we know it wouldn’t go core’.
That means it was a full-scale mechanic made with the intention to be only available for 3 months.
Not playing in those 3 months means you’ll never be able to play it again.

That’s FOMO… by design.

Because it has no meaning in terms of psychological behavior?
FOMO is a psychological effect which gives not a singular shit about what the intention of people are, it’s happening through the respective circumstances, not the intentions.

Ahhh… there we go.
Someone who can’t see the difference between a psychological illness - which is obviously something which should be protected from - and people simply not caring or wanting to put effort into something.

Go back in history and look up what Opium for example did for China. All those chinese back then have been such pathetic people cleary, not even able to handle addiction! Right?

You know what… get lost with that notion, it’s a sickening one.

It was introduced by times events with early online games, mostly through companies like Electronic Arts and mostly to push people into spending more time in the game as well as selling more. It was never a ethical means of doing things, it has just been normalized.

And I’m not talking about rotating content, slimming bloat down or things like that. For example the removal of the sextant system and instead implementing that into the scarab system is a great move, it uses 2 systems which have been a bit underperforming (albeit important) into a single system which not only slimmed the game down but expanded on the options.
That’s not the topic at all. Learn to differ properly between such measures and… a daily quest which for example provides a unique reward… but only if you do it 7 times a week! Obviously those things are directly hinged on FOMO. To not see that one has to be blind.

Never said ‘dead’. It has cut content which was specifically made for it that wasn’t in any way returned again into it.
Like the crafts that had unique functionality nowhere else found in another way, reducing fossils to niche crafts or crafting starts for lucky rolls rather then a mechanic specifically chosen to achieve something which could only be achieved through that way.

That’s a very fair point, focusing on those types of mechanics would probably be a better choice.
Agreed on that.

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