• shakesbeare@beehaw.org
    link
    fedilink
    arrow-up
    12
    ·
    1 year ago

    Can’t find it anymore, but I watched a Warframe video way back in the day talking about how there will always be a loot cave. It’s nigh impossible to make a game that’s so perfectly balanced that nothing is more optimal than another thing and players will always gravitate towards more optimal.

    Maybe you can say that one method produces just 1 more item per hour than the alternative, for example, but we’ll still all congregate there because it makes the experience just a little faster. Hell, even if you do optimize the loot cave out of the game, there will still be loot caves just because of human nature. Like even if there isn’t a difference, people will claim there will be and we’ll congregate there anyway.

    Imo, the best way to handle loot caves is to just intentionally change it each season or so, or deliberately lean into it so there’s a different loot cave for different types of gear. You can’t avoid it by removing them, I think. Because you can’t really remove them.

    • RedForFred@beehaw.org
      link
      fedilink
      arrow-up
      9
      ·
      1 year ago

      Yeah, I agree. As a long time Warframe vet, the game has consistently changed locations that are primary farming locations for particular resources or drops. Ironically, though, with the sheer number of resources and drops. There are quite a few loot caves for individual objects, which helps vary the locations one might find themselves grinding away at for efficiencies sake.

      • ddh@lemmy.sdf.org
        link
        fedilink
        arrow-up
        4
        ·
        1 year ago

        Would be nice if the game itself adapted and dynamically increased the rewards at unpopular locations. Then it’s about what others are/aren’t doing, not what the game currently is.

        Or maybe, different rewards per location per player, so everyone can find their own loot cave.

        • RedForFred@beehaw.org
          link
          fedilink
          arrow-up
          4
          ·
          1 year ago

          Black Desert had an interesting fishing mechanic which scaled loot rewards for fishing with player density. Higher density areas would diminish the larger return, forcing more players further out to find better spots. It was interesting, but I didn’t dabble in it much compared to my friends. I swear I’ve played a game in the past that had increased rewards for more deserted areas of the game but I can’t remember for the life of me

        • tissek@kbin.social
          link
          fedilink
          arrow-up
          2
          ·
          1 year ago

          Mmmhmmm. Just imagine every few hours the game updated boosts to (for example) specific dungeons. If one has been popular then the nect interval you have a -10% loot and xp (number taken out if my arse). And these numbers posted clearly in and out of game. I think it wouldn’t take too long before minmaxers have identified breakpoints for when each dungeon is “profitable”. And not too long after that evegy dungeon would be about as profitable as every other.

          I wouldn’t mind at least trying such a system. Think it would be neat.

  • greenskye@beehaw.org
    link
    fedilink
    arrow-up
    7
    ·
    1 year ago

    Almost all the build guides for Sorcerer use every single skill from the defensive node. Stuff like that indicates a problem with the class to me when players are ignoring the majority of offensive options in favor of 4-5 buff options boosting a singular skill to crazy he’s.

    Additionally the impression I’ve gotten from other classes is that several have 1-2 builds that are significantly better than all other options. You can’t get perfect balance, but the ‘best’ should ideally be only ~10% better instead of 40-50%

    • Prof. Sweetlove@beehaw.org
      link
      fedilink
      arrow-up
      4
      ·
      1 year ago

      If I recall correctly that’s how it’s always been with Diablo. I’ve remembered each D3 season there was a different build for each class that would work really well. So while the content was always kinda the same, the game forced you to try other builds if you wanted to beat the highest difficulty level consistently.

      Looking at how uniques work at the moment they always seem to affect skills directly, groups of skills, weapon types or damage types. So if you want a strong build you have to get uniques that stack well and buff the same kind of tools you want to use.

      Logically you want to buff one damage skill to the extreme but since there sometimes are no overlaps and uniques are sometimes skill specific, you run into the issue, that a different damage skill just doesn’t do much damage anymore. This concludes in you essentially having to use actives and passives from your ability tree that also buff your one “super-skill” or boost survivability. Since you’re not restricted when it comes to buffs, the most logical choice is then to just fill all remaining slots with buffs or skills that activate buffing effects. Even mobility gets pushed out in high end builds for more damage.

      I don’t like it, but as soon as you make an effect that only works in one context, you have effectively ruined build variety because theorycrafters will just min-max the hell out of it. There probably is no good solution that helps build variety and at the same time makes uniques feel interesting and exciting. Because when everything is viable, unique effects will mostly just be stat boosts and thus boring.

      • Gram
        link
        fedilink
        arrow-up
        2
        ·
        edit-2
        1 year ago

        If I recall correctly that’s how it’s always been with Diablo

        So, I’ll be a bit of greybeard here with a “Not ALWAYS!”. But I’m being sorta pedantic in that…

        Diablo 2 in version 1.09 and before were my favorite. The 1.10 patch was where Blizzard introduced “Synergies” to the skills as well as a boatload new Runewords (Enigma, Chains of Honor, etc.)

        Prior to that, the balance wasn’t perfect…but the “best” builds weren’t stupidly above the rest, and everything sort of had weak points or blind spots. You could argue, and I’d agree, that the game perhaps didn’t have as much content to explore at that point, but I enjoyed the game far more in that era than what came after.

        In 1.09 you could feasibly do any build and still sort of enjoy the game. I had melee sorc builds, elemental paladins. My favorite PvP build was smite/FoH pally. But what came after? Hammerdins, Wind Druids, bonermancers galore. The game broke so many builds putting them miles above the rest. But instead of fixing that, blizzard leaned into it and released content that only very narrow builds could complete. Ubers? Without a smiter? Almost unheard of.

        Itemization is also a big part of ruining that. I’ve always loved RPGs that have “Sets” and “Uniques” that are powerful, but the best is always a Rare (or equivalent such as crafted item). Sure the odds of godrolling the best items are astronomically small, but at least it lead to diversity. Everyone who just wants to play can equip the same gear as each other, but those who want to optimize need to work.

  • Hedup@lemm.ee
    link
    fedilink
    arrow-up
    2
    ·
    1 year ago

    D4 is now in a difficult position where they are competing with PoE which had a decade to balance it’s game. But don’t worry! PoE2 is comming out soon and will achieve parity with D4 balance-wise.

    • Feydaikin@beehaw.org
      link
      fedilink
      arrow-up
      1
      ·
      1 year ago

      Unless the PoE2 devs remember everything they learned over the course of PoE’s runtime and implement it from the get-go. And then start building on top of that foundation.