![]() ![]() I will decline to discuss the rare monster redesign. The core mechanic for Archnemesis was simple: each zone has a hard monster to kill, you can upgrade this monster, upgrading this monster makes it harder and makes it drop more loot. The Dream Furnace is has the first element of high engagement design: "Make mechanics that backpedal a players progress, causing them to repeat the same steps repeatedly". It was mildly tedious to maintain, took a very long time to see any results, and often times your efforts would be wasted, yielding zero results for your time spend. You place an item in the device (a separate inventory on your character, does not take up bag or stash space), it gains experience over time, and you unlock implicits on your items. The Dream Furnace is almost exactly like the Crucible is in Crucible League. It also had The Dream Furnace, Scourge league's version of "high engagement". Scourge was highly rewarding for normal gameplay and high a strong risk-reward combat design. Next up is Scourge league, the second most popular league of the last two years. It also means less fun, and more tediousness. More real life hours spent = more time playing the game = more potential profit for the business. While the system is rewarding, it's what I consider to be the first step of what I'm calling "high engagement design".īasically, to get the rewards from the league mechanic, it requires more real life time to achieve the same results. During the league, all the currency items were not auto-pickup, meaning you spent a lot of time picking up currency on the floor, then a lot of time sitting at a vendor screen purchasing items. In Expedition league, we see the first league where players don't just pick up items off the ground as their reward. ![]() We're going to start by going back in time 2ish years with Expedition League and I'm going to try to explain my post's title by examining each league.įor those of you who have been playing this long, you may remember that Expedition is also the "league of nerfs" or "the great balancing." While this doesn't intrinsically impact the conversation, it's worth noting that this league is where Grinding Gear Games decided to continuously "tone down" player power as a whole. Hello everyone, in this post I'm going to try and point out something that I've noticed seen I've been ruminating on why I haven't enjoyed the last 3 leagues. Make sure to talk about your opinions below.Įdit: It was requested that I add a video for people that can't read. Understanding this should help everyone make more informed opinions as new leagues are introduced, but it shouldn't need to be this way. It's clear that the game is changing every league with the addition of new content, and these numbers will continue to be different going forward. Obviously, though, GGG's opinions are opinionated, and they may or may not align with our opinions, which we all share.Įvery league we post these pictures and talk about how GGG is making the game different and it seems that every league GGG doesn't comment on our posts. It seems to me that changing the game could actually impact the player count, but that simply can't be concluded. What they decide to add and update each league has always led to a difference in player count - but unfortunately I can't be sure how much these opinions impact the game from these graphs alone. It's my strong opinion that GGG has opinions about the game they develop, and those opinions impact the game. It's quite clear to me from this graph, as opposed to the other graph, that there were players playing in each of these leagues. New opinions can be formed from this graph, because it shows different information and also uses colorful lines. This graph here shows the raw numbers rather than percentage. This is in stark contrast to the Harvest and Ritual leagues, where the game had changes that made it different. You can quite clearly see the difference in percentages between the Ultimatum league, where the game was different, and the Sanctum league, where the game was also different. linesĪs you can see, it's very clear that this graph shows player numbers as a percentage. I'm posting this in a manner that hides my opinion but makes it very clear where I stand, so you can share my opinion and not need to form an opinion yourself. I've taken the time to form strong opinions on Path of Exile's retention numbers so that you don't have to. Hi Reddit, I am a qualified person with qualifications.
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