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Ilmoita käännösongelmasta
And this is what I do not understand indeed. Why it has to be so that I have to wait months. What is the big problem to letting me enjoy few legendary items I grinned for in previous cycles, in the new one. What is the problem. Allow me to have few account wide cycle/legacy wide stash tabs that I can keep few items from previous seasons, and skip unnecessary hours grinding in new season. Hell ask me to pay for such shared tab if you would feel that it would affect your player count or interest in game. Why giving such option is so beyond reason? Who is loosing what by providing such option. That is what I do not understand in aRPG genre and that is what sadly keeps me not enjoying this type of games anymore.
For the cycle season simply because it ruins the whole point of a rotating season/cycle. The whole point is to have it be a more even playing field so if new or returning players wanna hop back in they do not go to trade for items that are super expensive because the economy is so flooded, or see the leader boards stacked.
Once again, if you start with your gear, stash tabs, and everything else and all that happens is your toons are reset to 0 why even bother with reseting your toons to 1? with the random gear I have now I can have a alt at lvl 60+ running monos in about 2 hours and doing empowered in less then a day and thats not even with everything optimized.
So they would start a new cycle and everyone would be right back to where they were in what 2 days tops?
Now why they don't have legacy on the same patch always to allow players who don't wanna restart to enjoy the same content is another story. It could be for a multitude of reasons. Most the time its purely for the reason to give players a reason to reset in order to play with the fun new toys sooner. However some games might alter/remove some items in order to add new items/mechanics that would be broken with the old items still available so it can only be done on a fresh realm otherwise they would have to lock you out of those items you so desperately wanna keep.
We however will have no idea till the time comes where they do end up splitting the realms, but for the time being i would say once this cycle is over if you really always wanna play with the stuff you have already grabbed just stick with legacy because there is no way they are going to allow you to port over items and other things from cycle to cycle cause once again that would circumvent the whole point of doing seasons/cycles.
I guess where I am coming from is that I feel that each time within whatever game genera a revolutionary indie dev studio releases a product that grabs momentum. Part of it must be caused by designing that new game around many frustration players experience in other products that are dominating that genera at any given time. I feel that Last Epoch definitely addressed at least for me a lot of irritating and incomprehensible design decisions in comparison with D4 or PoE to suit a variety of play styles, and enjoy the game regardless of what you daily game time threshold allows.
For me personally one of the biggest irritations around aRPG games, is as I describe, not having a realm which allows playing new content while at the same time offer access to what you already worked on in previous releases.
So for example, what could work here:
Legacy: Realm for players who bought the game in it later lifesapn so they can enjoy all of it previous content
Cycle: Realm for players which are into leaderboards and enjoying a grind from 0 to 1 and access to new content. Which would automatically solve the initial question of this thread.
Universe (or whatever): Realm for players which don't care about leader boards leveling, but more about enjoying the spoils what they already earned, and get to the endgame content much faster within the newly released content.
Since this game breaks in a revolutionary way so much already, it seems silly at least not to bring up a discussion on what would it take to facilitate for something like that. Via paid season/cycle wide stash tabs, or whatever.
There is plenty of games that utilize such system so reference is for sure there, I just find hard to understand why aRPGs would not want to appeal to audience that developed such play style/way.
Imagine if your loot filters were wiped each cycle and you couldn't import loot filters from previous cycles.
"Reduced cost of Stash Tabs
Stash tabs beyond the first 6 previously cost 10000 more than the previous tab. Now stash tabs 7 to 16 cost 2500 more than the previous tab, and stash tabs beyond the first 16 cost 5000 more than the previous tab. This results in the cost of large numbers of stash tabs being reduced by around 50%."
Sounds amazing!. Partial fix to the problem, and I wonder if they could make things work with that tab layout template.