I wouldn't have phrased this as "morons" but still...yeah. If a dev team tries to share end content with casual, for the sake of good marketing...it will just ruin the game for everyone else. A solution is needed to adress both factions, casuals and dedicated players... not a +100000% buff.
Hi there!
Good topic I think, but it is really a thing of perspective.
Blizzard, in the last few years took up the model of games that support casual gameplay. If you play, you get rewarded, the game won't really punish you for any mistakes and the loot / rewards come easy and frequently so you won't "ragequit" after 2 failed attemts at a boss/level/dungeon.
Also...these games have an end content, you can play there if you invest a gooood amount of time and have some basic understanding of the mechanics + maybe a team on the same level.
It is really hard to set a balance, but getting people to grind more -in one way or another- is just reverting the game to the state where it was before 'RoS'.
Getting the items in 1 day is also boring...but to someone who has got 0 experience, can still be an experience - and in a short amount of time, as I stated.
Ofcourse with this, the excitement goes away, but hey! they at least he/she experienced the "content".
So to sum it up: there's always at least 2 perspectives,
A, when you a beginner and its still exciting to get 5-6 legendaries
B, you are a veteran and you know its gonna take 3 days to gear up fully, then grind paragon.
Both of these option is leading to one thing: lack of excitement, commitment, any kind of challange.
What you ephasize in your video is that the reforge system is faulty, and the material farming is a mistake too, but I think they are just a by-product of the gameplay. You get more power (paragon) and then you have an option to do some other stuff...paragon has so much more priority atm, that i wouldn't even consider blaming the reforge system :). Imagine if regorging and crafting would benefit you more...in any way. Then you would be forced to just grind that, efficiently. (like bounties > paragon)
So what i would really change, is not the core of the loot system, or upgrade system, but the ITEMS themselves.
One way or another, a player will end up at a wall after grinding for X amount of time.. The key -for me- in a game that keeps me interested is the design... i want to WANT something.
In my case specially its always a good team that i enjoy playing with for a common goal. If we reach it = win, satisfaction.
So my suggestions for the topic:
-Introduce common goals for teams, clans
-Introduce items that are more challanging to obtain, and not via some 1000 hour grind, or RNG, but with an actual BOSS mechanic, or dungeon like set dungeons.
-Balance it in solo / group play and there you have it. (sarcasm initiated) Mixing it up a few pathces also works...as it worked with DIII. (end sarcasm)
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I wouldn't have phrased this as "morons" but still...yeah. If a dev team tries to share end content with casual, for the sake of good marketing...it will just ruin the game for everyone else. A solution is needed to adress both factions, casuals and dedicated players... not a +100000% buff.
Hi there!
Good topic I think, but it is really a thing of perspective.
Blizzard, in the last few years took up the model of games that support casual gameplay. If you play, you get rewarded, the game won't really punish you for any mistakes and the loot / rewards come easy and frequently so you won't "ragequit" after 2 failed attemts at a boss/level/dungeon.
Also...these games have an end content, you can play there if you invest a gooood amount of time and have some basic understanding of the mechanics + maybe a team on the same level.
It is really hard to set a balance, but getting people to grind more -in one way or another- is just reverting the game to the state where it was before 'RoS'.
Getting the items in 1 day is also boring...but to someone who has got 0 experience, can still be an experience - and in a short amount of time, as I stated.
Ofcourse with this, the excitement goes away, but hey! they at least he/she experienced the "content".
So to sum it up: there's always at least 2 perspectives,
A, when you a beginner and its still exciting to get 5-6 legendaries
B, you are a veteran and you know its gonna take 3 days to gear up fully, then grind paragon.
Both of these option is leading to one thing: lack of excitement, commitment, any kind of challange.
What you ephasize in your video is that the reforge system is faulty, and the material farming is a mistake too, but I think they are just a by-product of the gameplay. You get more power (paragon) and then you have an option to do some other stuff...paragon has so much more priority atm, that i wouldn't even consider blaming the reforge system :). Imagine if regorging and crafting would benefit you more...in any way. Then you would be forced to just grind that, efficiently. (like bounties > paragon)
So what i would really change, is not the core of the loot system, or upgrade system, but the ITEMS themselves.
One way or another, a player will end up at a wall after grinding for X amount of time.. The key -for me- in a game that keeps me interested is the design... i want to WANT something.
In my case specially its always a good team that i enjoy playing with for a common goal. If we reach it = win, satisfaction.
So my suggestions for the topic:
-Introduce common goals for teams, clans
-Introduce items that are more challanging to obtain, and not via some 1000 hour grind, or RNG, but with an actual BOSS mechanic, or dungeon like set dungeons.
-Balance it in solo / group play and there you have it. (sarcasm initiated) Mixing it up a few pathces also works...as it worked with DIII. (end sarcasm)