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Titan Quest II - Greek mythology action-RPG sequel by SpellForce 3 devs

CountNemo

Literate
Joined
Aug 15, 2023
Messages
10
Why farm more items when there's nothing to use them for?
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.
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.
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.
What did patch 1.10 philosophically change?
 

CountNemo

Literate
Joined
Aug 15, 2023
Messages
10
Neither TQ nor GD revolve around one button builds. Not that there aren't one button builds, but they are surprisingly rare because mobs are tough enough to force you to use defensives once in a while. I'm almost certain the marketing for TQ2 says it will feature the mastery system again. Which is great, I think TQ and GD's build systems are the best in this genre and invite a lot of creativity, especially when paired with interesting itemization. PoE2's gameplay does indeed show promise too, but I'm not hopeful they'll keep it up for long. Zoomers wanna zoom zoom. There is a bigger chance of that happening, though, since PoE1 and 2 are going to be separate games, so why have the exact same combat for both? Seems self-defeating to me.
I'd be genuinely sad if dopamine fried redditors cried until PoE2 is as fast as PoE1. As it looks now, and based on how they philosophically talk about it, it feels like it might be one of my favorite games ever.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,023
Location
Flowery Land
Why farm more items when there's nothing to use them for?
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.
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.
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.
What did patch 1.10 philosophically change?
That most of the skills are there as filler and there only to serve as prerequisites to stuff that is actually good.
 

Yuber

Literate
Joined
Aug 17, 2023
Messages
45
I love Grim Dawn and Titan Quest was very good too.
I heard it is some different developer so I am a little worried :(
 

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