cormack12
Gold Member
I bet you thought this was going to be a TLOU thread didn't you?
Well it's not. The example I'm going to use is Diablo IV and there's an indepth discussion on the sub. But after a fairly decent season 2, after the 'o rly' season 1. I don't understand how anyone thought this was a good idea for a dungeon crawler. To put it into a brief description, the idea of Diablo is to repeatedly grind dungeons, to get higher level loot to become more powerful to grind more powerful dungeons where the rewards are better.
This season, as part of the mechanics they have introduced vaults. In order to engage with the season mechanics, you need to grind vaults. Sounds fine right, vaults replace dungeons. Except they've laced vaults with traps. So right away your efficiency is completely trashed. To make it worse, you have to carry 'pearls' through the dungeon - every time a trap hits you, you lose a pearl. The amount of pearls at the end determines the quality of the rewards. It is fucking gash. Luckily you can ignore a lot of it to some extent - you can level using normal methods and only touch the season mode to grind the seasonal rewards track.
But it got me thinking, why do so many devs miss the mark on what players actually want? Like I genuinely don't get the disconnect when everyone can universally see this was a bad, unfun idea. Even if you have no interest in playing your own game, you surely understand the core mechanics or the genre or how it will affect the core players?
Well it's not. The example I'm going to use is Diablo IV and there's an indepth discussion on the sub. But after a fairly decent season 2, after the 'o rly' season 1. I don't understand how anyone thought this was a good idea for a dungeon crawler. To put it into a brief description, the idea of Diablo is to repeatedly grind dungeons, to get higher level loot to become more powerful to grind more powerful dungeons where the rewards are better.
This season, as part of the mechanics they have introduced vaults. In order to engage with the season mechanics, you need to grind vaults. Sounds fine right, vaults replace dungeons. Except they've laced vaults with traps. So right away your efficiency is completely trashed. To make it worse, you have to carry 'pearls' through the dungeon - every time a trap hits you, you lose a pearl. The amount of pearls at the end determines the quality of the rewards. It is fucking gash. Luckily you can ignore a lot of it to some extent - you can level using normal methods and only touch the season mode to grind the seasonal rewards track.
But it got me thinking, why do so many devs miss the mark on what players actually want? Like I genuinely don't get the disconnect when everyone can universally see this was a bad, unfun idea. Even if you have no interest in playing your own game, you surely understand the core mechanics or the genre or how it will affect the core players?
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