rubinstein
Educated
- Joined
- Sep 12, 2022
- Messages
- 238
add twinks to the mix and you pretty much summed up ancient timesHopefully there's a bisexual threeway romance in this one too.
add twinks to the mix and you pretty much summed up ancient timesHopefully there's a bisexual threeway romance in this one too.
Itemization is one of the things that TQ (and GD) do best of all ARPGs imo, especially if you enjoy sword and board characters (the mechanics and itemization for shields are very rich in TQ+GD). But whether or not TQ2 has the same kind of itemization remains to be seen. It is made by a different team after all and they may have their own ideas.The screenshots look good. If they get the itemization right, I'll be there to play it. I haven't played TQI, is the itemization good in that game?
hopefully they try to emulate the original instead of trying to re-invent the wheel with bloated "systems" like every AAA RPG studio tried to do.Itemization is one of the things that TQ (and GD) do best of all ARPGs imo, especially if you enjoy sword and board characters (the mechanics and itemization for shields are very rich in TQ+GD). But whether or not TQ2 has the same kind of itemization remains to be seen. It is made by a different team after all and they may have their own ideas.The screenshots look good. If they get the itemization right, I'll be there to play it. I haven't played TQI, is the itemization good in that game?
The biggest hurdle in hack and slashers is making us care about it after having completed the campaign. PoE's and Last Epoch's "mapping" isn't it, imo. Grim Dawn is pretty good in this respect because it has a bunch of end-game content that is actually challenging.
While I appreciate the sentiment, that gets old pretty fast and it depends on the quality of the campaign, which is usually subpar in these types of games.
I guess you don't? The whole point of random item drops was to add spice to replays, not make it an endless hamster wheel grind. I really don't understand this idea that you have to be able to grind forever in a game. Just enjoy and move on.Why farm more items when there's nothing to use them for?
You need some kind of challenge content because you've essentially beaten the game once you complete the campaign on the hardest difficulty. Why farm more items when there's nothing to use them for? GD's Crucible, roguelike dungeons and Shattered Realm are great for this. Even TQ has that one endgame dungeon you need keys for.
Not forever and it won't be a grind if it's challenging. Random items spicing up replays might've been the idea when developing Diablo 1, but a lot of itemization after that points to different goals. Set items for example. There's no way to get a complete set without some kind of grind. Crafting as well, there's no way to get enough items to craft a bunch of stuff. Besides, there's no way for the game to be challenging if you can complete everything with minimal gear, hack and slashers aren't exactly know for their intricate gameplay.I guess you don't? The whole point of random item drops was to add spice to replays, not make it an endless hamster wheel grind. I really don't understand this idea that you have to be able to grind forever in a game. Just enjoy and move on.Why farm more items when there's nothing to use them for?
They also gave you a shared stash when they introduced sets in D2 with the intention that you'd build up your set among multiple playthroughs. Runewords obviously were a base mechanic in LoD, but lots of cube crafting recipes and uber bosses were end game grinds they added a lot later to cater to the growing fanbase of people who wanted some endless chase to grind for. And as I've mentioned before on the Codex, LoD 1.10 is the basis for modern ARPGs, i.e the beginning of the decline. An ARPG with the design philosophies of a pre-1.08 D2 is what I and many people here want. A game where beating the campaign is an actual challenge that you overcome and then reroll to try again with a different character or play something else until you get the itch again.Not forever and it won't be a grind if it's challenging. Random items spicing up replays might've been the idea when developing Diablo 1, but a lot of itemization after that points to different goals. Set items for example. There's no way to get a complete set without some kind of grind. Crafting as well, there's no way to get enough items to craft a bunch of stuff. Besides, there's no way for the game to be challenging if you can complete everything with minimal gear, hack and slashers aren't exactly know for their intricate gameplay.I guess you don't? The whole point of random item drops was to add spice to replays, not make it an endless hamster wheel grind. I really don't understand this idea that you have to be able to grind forever in a game. Just enjoy and move on.Why farm more items when there's nothing to use them for?
Agreed. If Path of Exile II is half as good as it looks and maintains that slower, methodical combat well into endgame then it will have ruined every other aRPG on the market for me. Path of Exile included. Making Greek Diablo 2 again with hybrid classing isn't going to be enough for me... Not that I expect this to be Greek D2 given the open world/mount stuff they're doing.I'm somewhat excited for this, but with the upcoming POE 2, and POE1 dominating the genre, I'd be pretty dissapointed if they went the traditional ARPG route, they should definitely try to experiment with it, in somewhat big ways, not just like "combine two masteries and change your fate!" Type of thing where it doesn't really do much in the grand scheme of things.
That set, if they are going to make it somewhat generic, I'm hoping at least they'll have a good story/narrative, like what they made with the recent spellforce games.