cross-posted from: https://forum.stellarcastle.net/post/6500

There’s contention within the diablo 4 community right now seemingly by two camps of players: the ones that immerse into their characters and want more commitment into their choices, and the other camp who want to slay hordes of demons with little to obstruction or disruption to that gameplay loop.

I am curious as to what your thoughts on the obstacle leveling brings and what meaning it has that is separate from other obstacles that take up time, like the current respec implementation as well as the soon-to-be trivialized nightmare dungeon hopping?

For honesty, I’ve been completely against the push for trivializing these things as I am a type of player that likes their verisimilitude within the games they play, especially those with the “RPG” acronym somewhere in its genre, no matter how light.

I’m struggling to find why one is okay yet the others are not, and I’m looking for a healthy discussion.

Edit: if you can’t comment due to language settings PM me and let me know!

  • Luca@lemmy.world
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    1 year ago

    Leveling is an expected part of the ARPG experience, and it comes before the endgame. When it comes to the endgame itself, I don’t mind some friction, but it’s important where that friction is placed. If I just want to log on and mindlessly kill monsters for a couple of hours, there shouldn’t be anything discouraging me from just turning my brain off and doing that. Diablo 4 feels like it places obstacles between players and the main activity of the game.

    An example of friction done well is PoE. Crafting and trading are both time consuming and sometimes tedious experiences, but blasting maps is always just a click away.

    • ronalicious@lemmy.world
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      1 year ago

      i am new to diablo, but not new to gaming, or a similar gameplay loop coming from the borderlands series, but i don’t see how there are too many obstacles…

      what’s preventing you from just logging on and running some dungeons or doing some pve events?

      • Luca@lemmy.world
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        1 year ago

        Nothing is preventing you from doing it, but there’s friction between each one.

        In a game like last epoch or poe, you hop in your map/monolith, blast it, exit, dump your shit in your stash (which is right next to where you go in and come out), then go right in the next one.

        That last part is where diablo stumbles. There’s too much downtime between each dungeon. Too much busywork, not enough demon killing.

        • ronalicious@lemmy.world
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          1 year ago

          i haven’t really played those, but the ‘busy-work’ in d4 is on par w/ bl2/3, so different expectations i guess.

  • UrbenLegend@lemmy.ml
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    1 year ago

    I generally like the idea of easier respecs and want something like a load out system in D4. Personally, I don’t like RPGs that lock you into a certain role because I just think it’s a pointless waste of time having to start a brand new character just because you want to experiment with everything the game has to offer. Plus, people can learn multiple things / become multiple roles in real life, why can’t I do that in a videogame?

    • MopeyZooLion@lemmy.world
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      1 year ago

      it’s a pointless waste of time having to start a brand new character just because you want to experiment with everything the game has to offer.

      But how else can they get you to spend more time in-game and increase the chance that you might just wander on over to the MTX shop and give them money? /s

      I’ve been enjoying the game, but I’m already starting to feel like some of these time consuming processes have been put in just for this reason. Why would you buy horse armor if you’re not riding around all that much?

      • MooNinja@lemmy.world
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        1 year ago

        Blizzard has never locked mechanics behind paywalls, outside of expansions which are to be expected. This isn’t a freeToPlay game from rando company, and until it is proven otherwise there shouldn’t be a reason to expect that behavior to manifest.

        Also envy and pride both do much more to drive those purchases rather than time spent doing a single mechanic. You see some cool armor, and want to show it off, you want to get that sword before it disappears to show that you have something no one else can get.

        Also, saying something people rarely use doesn’t drive people to want to pay money for upgrades is about the most obvious take. Of course people only care or want to improve areas that they use the most. Would you use in game currency for a niche area or for something you use frequently? ARPGs are about the grind and by the nature of a grind it means devoting time to it. Would you rather you logged in and could select those drip from a menu and then move on with your day?