Knight_Wolf
Diabloii.Net Member
Re: No Baal Runs!!!
When people start skipping a whole game with the aim to reach a certain location at the END of the game that's not playing the game at all ... it's like using a skip level code in an FPS to reach the last boss and defeat it cause you don't find the game interesting ... that isn't playing the game .. and a person like that is better off looking for a game that he actually like playing.
The Devs already stated they feel bad about this and indeed they are right about it .. if i made a game and founf people skipping through it after a couple of playthroughs .. that's a failure in design.
I played Halo over 5 times on various difficulties and every playthrough was fun and addicting because of the good game design and how the physics and AI design added a layer of randomness to all battles and encounters -even though the game world is static- that every time they feel like a new experience ... if i started skipping through the levels after playing it for once i would know i didn't like the game that much and be honest and quit it.
If Boss runs rewarded no items no one would have ever wanted to do them because of their extremely repetitive and boring nature .. they are boring by definition ... People do them cause they are the easiest/fastest way to get items and EXP .. if they find rewards and items else where they will go for it .. and maybe then they will realize what they were missing.
Playing through the game and exploring on the other hand is what the game is all about .. many WANTED to do it even if they found no incentive to do it .. but there were greatly let down by the severe lack of attention the Devs gave exploration .. not even a single feature to make it viably fun like it should be (be it MF or any other feature .. there were non ... and still many opted to explore just because they like doing it .. but it always felt sour how much exploration was ignored in the design process)
And frankly all games change and evolve .. and they drop outdated and rusty mechanics that encourage spam and abuse .... and most negative point about Boss run is that they are very exploitable due to their very simple nature .. if i'm making a game i'd remove all clearly exploitable features from it cause i don't want anyone exploiting my game and abusing its features in a different way than i intended it.
FPS games used to have a mechanic for health restore using health packs ... now that's outdated and replaced by rebounding health meters (pioneered by Halo into the mainstream FPS market) ... it is so much better in so many ways and keeps the action flowing smoothly and keeps the game very engaging .. if you are outgunned and low on health with med-packs you are dead and there is nothing you can do unless there is one nearby or you had the ability to carry few ... but with rebounding health meter you have to study the battlefield and use it for your advantage by hopping from cover to cover and tactically taking out your enemies while never detracting from the action and never forcing you to go backtrack a whole empty level to look for that extra med-pack you couldn't carry with you.
Boring, exploitable and rusty game mechanics are all ought to die out one day no matter for how long they have been around (med-packs had been around since Doom and still they died out) and get replaced by better more interesting mechanics .. and the D3 team seems to be very aware of that.
I always said equally or more rewarding several times ... it's really irrelevant to the point ... as for the second point .. yes it is true.Every time you defended on this thread MFing through exploration should be more rewarding than by doing boss runs. Every single time you rejected boss runs, every single time you imply anyone wishing to do boss runs has no desire to "play the game".
When people start skipping a whole game with the aim to reach a certain location at the END of the game that's not playing the game at all ... it's like using a skip level code in an FPS to reach the last boss and defeat it cause you don't find the game interesting ... that isn't playing the game .. and a person like that is better off looking for a game that he actually like playing.
The Devs already stated they feel bad about this and indeed they are right about it .. if i made a game and founf people skipping through it after a couple of playthroughs .. that's a failure in design.
I played Halo over 5 times on various difficulties and every playthrough was fun and addicting because of the good game design and how the physics and AI design added a layer of randomness to all battles and encounters -even though the game world is static- that every time they feel like a new experience ... if i started skipping through the levels after playing it for once i would know i didn't like the game that much and be honest and quit it.
If Boss runs rewarded no items no one would have ever wanted to do them because of their extremely repetitive and boring nature .. they are boring by definition ... People do them cause they are the easiest/fastest way to get items and EXP .. if they find rewards and items else where they will go for it .. and maybe then they will realize what they were missing.
Playing through the game and exploring on the other hand is what the game is all about .. many WANTED to do it even if they found no incentive to do it .. but there were greatly let down by the severe lack of attention the Devs gave exploration .. not even a single feature to make it viably fun like it should be (be it MF or any other feature .. there were non ... and still many opted to explore just because they like doing it .. but it always felt sour how much exploration was ignored in the design process)
Please do if you feel the need to :coffee:Krugar said:Don't force me to quote. I can and I will
Not really enforcing ... just taming Boss runs so they aren't as rewarding as before .. they will be possible no matter what .. but when you want to introduce a new approach after people have been doing something an old way you need to give them an incentive to try the new approach.Krugar said:The difference between you and me is that you want to enforce your way on everybody else, regardless. I don't.
And frankly all games change and evolve .. and they drop outdated and rusty mechanics that encourage spam and abuse .... and most negative point about Boss run is that they are very exploitable due to their very simple nature .. if i'm making a game i'd remove all clearly exploitable features from it cause i don't want anyone exploiting my game and abusing its features in a different way than i intended it.
FPS games used to have a mechanic for health restore using health packs ... now that's outdated and replaced by rebounding health meters (pioneered by Halo into the mainstream FPS market) ... it is so much better in so many ways and keeps the action flowing smoothly and keeps the game very engaging .. if you are outgunned and low on health with med-packs you are dead and there is nothing you can do unless there is one nearby or you had the ability to carry few ... but with rebounding health meter you have to study the battlefield and use it for your advantage by hopping from cover to cover and tactically taking out your enemies while never detracting from the action and never forcing you to go backtrack a whole empty level to look for that extra med-pack you couldn't carry with you.
Boring, exploitable and rusty game mechanics are all ought to die out one day no matter for how long they have been around (med-packs had been around since Doom and still they died out) and get replaced by better more interesting mechanics .. and the D3 team seems to be very aware of that.
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