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Play this and this much or you lsoe on rewards/
Here, have some free crystals and buy some pets. Oh you want legendary pets? Just spend hundreds to TRY to roll for one you want for your build.
The game might be fun, but it still engages in predatory stuff like this. And just because "everyone else does it" doesn't make it right.
I also have no legendaries.
I also have no max lvl pets - they have levels and get stronger.
Obviously you can see how it works. Get players hooked by giving them some freebies but then getting what they want for their build is not achievable without paying hundreds of dollars. Because you can't buy the pet you want. You have to roll for it, wasting money on blues and epicsa.
Also, it seems pretty easy to level them from my understanding. Just grind the currency.
To inspect gear's real stats you must click the gear once, click the inspect button and then you can properly compare it to equipped gear. As opposed to almost every arpg since the 90's where just hovering over the gear does all that.
Equipping gear? Multi click operation, no right click equip, no click to pick up and equip, nothing.
This is also ignoring fundamental flaws of the game like quests giving rewards that have zero or negative value due to you being able to generate those rewards for free.(skills and skill modifiers)
Lost ark blows this game out of the water in terms of UX, simply due to it's highly reactive controls, efficient screen space usage, and general consistency. Similar deal with POE or most other ARPGS.
I still come back to POE and try out different skills I never really got the full experience of. That game has proper build diversity. Sure the variability of it is extreme in terms of quality, but meatball cyclone is still fun to play, even if it is only middling.
I'd only check back on this occasionally to see if the devs have actually brought this game into modern standards for an arpg.
As for lost ark, I am referring to how the flow and other aspects of the game are. To compare gear I picked up, all I need to do is hit 1 button to open inventory(which can remain open in the middle of combat) and hover over it to look at it's stats like almost every other arpg since diablo 1 (released in 1996), that gives me a full readout of all that it does without concealing any stats. And to equip it all I need to do is press right click and I am done. All that can be done in only a few seconds and while you are still controlling your character and moving them between areas.
Torchlight infinite? Open inventory, which is a full screen operation. Click item in question, click more details, if good click "gear" to equip, exit out of inventory menu, then I can play the game again without the entire world being obscured.
Then the quest reward complaint. Why give the player a selection of quest rewards for things that have no value, since you can generate more yourself?
Also, I specifically said lost arks UX, or User eXperience. Lost arks UI is quite barebones, but efficient usually. That tends to be better than full screen interruptions for any action that isn't interacting with the game world. Most of those full screen windows have so much wasted space in them as well. Even simple things like weapons "dps" derived stat could be cut down a bit and the actual stats could be displayed all the time. Or inventory could take up half the screen(like diablo 1 did) and have the management up to those standards.
This game gets so much of a bad rap, simple because it doesn't have even the most basic qol features that games of the genre have had for 25 years now. Even diablo 1 you could assess and swap equipment while running around easily.
people dont like paid loot boxes i think sums it up