Frostwall is a prime example that took forever. The gem, very specific keystones and a manageable amount of uniques. It's not easier to balance nor is PoE more difficult to. So.back to my dual-class melee monsters in Titty Quest. Not to turn PoE into a hydra when a dragon was enough. But it was always implicit, wasn't it, that we could trust GGG not to let it get away from them? Not to keep adding more and more mechanical complexity when the game even in a beta state was so far ahead of the field in mechanical complexity but far, far behind on polish and user friendliness. More importantly, it's what GGG should have imposed on themselves back when we loved and supported the game.back when it actually was a much more compact, tight product.ĭid we praise the freedom of choice, the skill gem system and the skilldrasil? Of course. I've always espoused that it is with limitation that we get creative and perform optimally whether it's a deadline, a word count or a limited skill/gear set, defined finitude is what we need, not a vast illusion of choice. But PoE has shown that absolute freedom (or something close to it) is in itself a constraint, both for players with analysis paralysis and devs who are faced with the impossible task of pre-empting a player base literally tens of thousands of times larger than their balance team. I mean, I'm still playing Titan Quest on my tablet months after quitting PoE and it's ridiculously constrained in comparison. There's a reason virtually every other ARPG has skill and class tied: it's much easier to balance. The shitty thing is we really should have seen it coming.
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