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Director's Letter - A Message from Director Tokuda (August 2025)
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Kal
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Will they ever fix the blurry graphics glitch
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06melolo
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2
Elite Dangerous: Vanguards - Arriving 19th August
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E17
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Corrupted Tanuki skin?
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.txc
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Fire employee
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Steely
1
(Serious) UBOAT should program in a sub mounted gyrocopter
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wolf310ii
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Update 1.0.2 Released: Campaign Rework + New Endgame
Hey guys! The game has been a blast and congratulations on shaking up the ARPG formulae so brutally.

I had penned some thoughts re: your original plans on ascension and why I think players had a lot of pushback + maybe some possible ways to create longevity:

- generally if your game supports meta progression then people expect to keep their progression. I think an introductory campaign leading into what is effectively solo league pseudo-hardcore is tough for people to swallow.

- I think the word ascension and the "Resetting" has been the cause of a lot of the backlash. I would probably have coined up a term rogue-leagues or something to express your intention.

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With that being said, I do feel like you are being too ambitious with ascension. I fully understand your goal and in fact I really appreciate that it tries to scale off something else other than a slow lagfest to infinity (my veil of quills build already lags in abyss difficulty, much less another 16 torment levels)

BUT:

- Leagues and seasons work in POE/ARPGs because there are expected changes in content or enough variety of content to play across multiple leagues. For instance, I only come back to play new D3 seasons when I see new uniques that enable a new build around an underused skill, a new set, or an exciting new mechanic that changes up the gameplay. The additional condition is that I must be interested in how the build looks or works.

- Roguelike gameplay works under two conditions: the chase for a god-build (with a low % chance per run) or mega-variety in builds and gameplay. If you don't have enough base content, build-count, or luck-based progression chase, it won't work. Longevity won't happen just because you make players re-grind the campaign over and over again hoping they will try out every possible variation of content. If that were true, people would play every possible build in an ARPG through the campaign repeatedly in the same season (it is fundamentally the same outcome) - I do this, but I am one of the rare few.

- We can actually place seasonal-type resets on a spectrum; on one end you have Diablo/POE which does leagues with months in between resets, and then you have MOBAs which are effectively mini-leagues lasting an hour. The reason MOBAs work is because of the sheer amount of content and possibilities in gameplay; if these games had only 15 heroes nobody would be playing them.

- With the above in mind, unless you guys have a plan to somehow be able to add (A) new uniques that shake up the build meta every 2-3 weeks, (B) new skills every 2-3 weeks, the intended lifecycle you have for roguelike progression is impossible. You currently have 22 skills total with about ~2 to 4 uniques affecting each, many of which are utility skills - a far cry from the build variety that other games have.

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I have a genuine interest in seeing your vision unfold - this is one of the most innovative ARPGs I've seen in a long time. Don't let my feedback dissuade you from doing big things, but there needs to be some realism check here if you are still considering your endgame to be closer to the roguelike side of things - but given what you've managed to throw up in 2 weeks since launch in response, I think you've got this and just need more brainstorming with the community. Feel free to reach out if you want more in-depth feedback
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I Need Help Building Base On Top Of Podium/Lectern
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coup d'etat
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看來這波更新 好評率又會下修 亂改劇情 亂改明兵不能打
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non0F
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