Diablo is the original "anti-souls" game. The slot machine mechanics, the lacking of significant strategic elements and sense of hollow progression have always been key factors for my dissatisfaction with it. That said, the beautiful / dreadful / horror vibe and simplicity of the first game to this day regularly pull me in – only to ultimately dissatisfy me greatly. Each time. To me there is just "no there there" - a…
This is a strange post to me. You can immediately see that you value soulslike as a superior genre, yet to me I see those games are just as grindy. Die to a boss a million times to learn the timings -> finally you beat it. Not that much different than ARPGs where you kill lots of stuff and die infrequently. It's just two sides of the same coin. Really these posts that call one kind of game time wasting or drug-like b…
Diablo
81–90 of 128 posts
Re: Diablo
#82Diablo is the original "anti-souls" game. The slot machine mechanics, the lacking of significant strategic elements and sense of hollow progression have always been key factors for my dissatisfaction with it. That said, the beautiful / dreadful / horror vibe and simplicity of the first game to this day regularly pull me in – only to ultimately dissatisfy me greatly. Each time. To me there is just "no there there" - a…
This is a strange post to me. You can immediately see that you value soulslike as a superior genre, yet to me I see those games are just as grindy. Die to a boss a million times to learn the timings -> finally you beat it. Not that much different than ARPGs where you kill lots of stuff and die infrequently. It's just two sides of the same coin. Really these posts that call one kind of game time wasting or drug-like b…
In soulslike games there is typically some amount of avatar power and it is possible to grind up such that your avatar power trivializes the game but that isn’t actually necessary, its possible to beat the game with a naked level one avatar. The challenge is more about you the player getting better at the mechanics of the game, not your avatar.
Both styles of game design can be enjoyable, but many find the latter more fulfilling.
Re: Diablo
#83Then, for reasons not relevant here, to buy the full version of the game I had to drive 60 km to the nearest big city, get it at a shady bazaar, suspiciously only displaying CDROM covers at their stalls, but no disks. The game was so much better due to almost 2 years of anticipation!
And then, a few days later the nanny robbed us (= disappeared), and it took my parents more than a day to come back. So we played D1 for 23 hours, changing seats with my brothers, one of us making tea, another one snacks, rotating every 30 minutes.
The moral of this story is: Diablo was a wonderful game when it came out, but ffs never leave 3 kids at the age 7-10 alone for more than a few hours. xd
[1] Two rednecks playing D1: https://days.sonnet.io/#:~:text=I%20play%20Diablo%20for%20th... (if not on chrome, search for "I play diablo")
Re: Diablo
#84These lo-fi 5 EUR games give a lot of the monster-slaying fun of Path of Exile, Diablo etc. but with less grind -- and extreme variety. Yet the same idea of killing thousands of monsters with visually and mechanically varied attacks remains. Vampire Survivors, Brotato, Bio-Prototype and Halls of Torment are some of the ugly-looking but addictive games which make me question returning to another only slightly different season of Path of Exile.
Re: Diablo
#85Earlier quoted context omitted.
After ~25 years of playing this sort of game, I am increasingly sympathetic to the idea that exponential-power leveling is just a busted mechanic. There's a variety of good ways to use it, but there isn't a great way. You can lean into it, like Disgaea, which just embraces the brokenness and writes them into its mechanics. You can just sort of write a standard game, but then, in the end, the solution to all problems…
There are games where the final score is primarily based on taking as little time as possible (e.g. the Heroes of Might and Magic series, which had its debut around the same time as Diablo); this tends to keep exponential leveling mechanics in check.
The difference between single player and modern HoMM (it’s a thing!) multiplayer is absolutely stark. Entirely different games, basically.
Re: Diablo
#86Earlier quoted context omitted.
I can see glimpses of what they were going for with online multiplayer in D4. There's some fun there, but I think it's currently a net negative. It forces them to balance tightly, but I don't need D4 to be perfectly balanced - just fun. Some of the best games I've ever played have had horribly broken balance - final fantasy 6 (3) and final fantasy tactics just to name two off the top of my head.
World events with online players have the potential to be much better. I'm hopeful it'll evolve over time. That being said, D4 is not even close to being balanced perfectly. There are orders of magnitude of power level in difference between classes and builds. At least if you measure them against "end game content" and not the campaign which can be completed with any class / skill selection.
Thankfully, it looks like they realized the patch was bad. They just announced in their fireside chat that they were wrong to prioritize balancing over fun, and they're working to fix it.
Re: Diablo
#87Re: Diablo
#88Earlier quoted context omitted.
I made a post the other day about diablo being a clicker game https://news.ycombinator.com/item?id=36328358
No joke, I just discovered Cookie Clicker a couple of weeks ago (sorry, I guess I’ve been under a rock) and it struck me that CC is a greatly distilled and simplified version of Diablo and pretty much all ARPGs. Perform some action to get resources to get a thing that will let you collect more resources that will let you get a better thing etc. A dopamine factory. The differences are just implementation details and a…
Re: Diablo
#89Earlier quoted context omitted.
I've always loved this series. The problem, as I see it, is that the focus is always on tweaking the "endgame." I just find this to be silly. Once you get to the endgame it's pointless, and people basically blaze through the base game on purpose. And once you get there it really is no more than a slot machine that caters to people with serious gambling addictions. You run the same dungeons over and over again, someti…
> I feel like, particularly with the new Diablo 4 they could make the leveling curve on the base game last MUCH, MUCH longer and it would actually be far more enjoyable for far more people. It would piss off the endgame crowd though, because all they want to do is get to max level as fast as possible so they can start farming. Didn’t all of this literally just happen?
Below 50 is, IMO, the best part of the game, especially because respecs are essentially unlimited.
Re: Diablo
#90Earlier quoted context omitted.
I've always loved this series. The problem, as I see it, is that the focus is always on tweaking the "endgame." I just find this to be silly. Once you get to the endgame it's pointless, and people basically blaze through the base game on purpose. And once you get there it really is no more than a slot machine that caters to people with serious gambling addictions. You run the same dungeons over and over again, someti…
> Once you get to the endgame it's pointless, and people basically blaze through the base game on purpose. And once you get there it really is no more than a slot machine that caters to people with serious gambling addictions. Feels like you're missing the point of end-game players. It's not the slot machine. It's pushing further and further into end-game content. It's a race to see who can dive deeper into dungeons…
I don't want to optimize my character. One thing I loved about D3 was that the entire skill tree was accessible to you. In D4 that's true right up until around 50 when it becomes cost prohibitive to respec.