Death Portal

Good Morning Folks! For those of you who are off for it or celebrate it, Happy Martin Luther King Jr. Day. I’m choosing to celebrate it… by stacking up a bunch of appointments and then trying to speed run my way through them. So essentially I will be out and about this morning but I wanted to sit down and do my normal Monday morning summary blog post of the shenanigans that I got up to this weekend. It has become a bit of a tradition for myself, Ace, and Ammo to get together Sunday mornings and run whatever strongholds we have unlocked for the week in Destiny Rising. Sometimes if there is time we run whatever event happens to be going on. For example we knocked out a 5 key run of Morgran’s Hunt which is active currently. I enjoy these little group interludes greatly, and any time I can group with Ace and Ammo it is a joy.
In other Destiny Rising news, I have fully unlocked the Jade Rabbit exotic Scout Rifle on all three accounts. Since there are now several Scout Rifle specific characters in the game, this really goes a long way into making them feel more beneficial. Slapping this puppy on Umeko or Kabr 2.0 immediately makes them feel much more solid for group content. I do wish there was a way to change the element of these weapons, but alas that is not really a thing. Basically there is an event running currently that through doing daily content you can unlock this exotic and a skin for it, and if you have not played Destiny Rising in awhile you probably should pop in to get this while it is available. I am not sure if this is going to end up on the exotic shop or not, but at least on my free to play characters it is a massive pain in the ass to gain enough currency through the black market to buy any of these weapons.
I also spent quite a bit of time this weekend in Path of Exile 1. Essentially I am trying to grind out two more of the league challenges so that I can get the same 34 point totem pole that I have for the last several leagues. Essentially I set the focus on grinding out as many Originator influenced maps as I could because you need to run essentially 200 affixes worth of content divided up in as many different ways as possible. If I were doing this with maximum efficiency, I would have made sure I was running only eight mod maps… but I did not do this thing. So a lot of the maps I ran were somewhere in the five or six mod territory making it take significantly more maps in total to grind this out. Essentially I just put my head down and ground until I came out the other end. I did have to snap up some maps off the market and it seems like the going rate for originator influenced anything is around 5-10 chaos each.
Now that I have completed that difficult grind, I am back to just running maps as fast as I can and have chosen to do so on my Ice Trap of Hollowness Elementalist, The character is a heck of a lot of fun, and does a much better job at dealing with the Breach Fortress maps than Righteous Fire did, because I am blowing up most of the screen at all times and also freezing it. Essentially the grind I am working towards is Quality Quandry and I am sitting at 39886 or 50000. Basically going forward I need to run max quality on my maps, which then combines with 15% from the tree, and 20% from running four sacrifice fragments. Regardless…. it is going to just require grinding out a bunch of maps and is honestly the perfect idle activity while listening to an audiobook, podcast, or youtube video. There is the additional side benefit of throwing levels on my elementalist while doing it.
One of the things that I learned this weekend is that you can right click your world and edit it after having created it. This grants access to a few things, for example you can slow down or speed up the day/night cycle. More importantly you can completely disable falling damage and completely disable the death penalty that causes you to lose items on death. I absolutely did these things because I was dying an awful lot and it was annoying me to lose so much stuff in the process. There is one thing that is extremely overpowered in this game, and that is any kind of monster that can poison you. Your health just plummets almost instantly from the damage over time effect. So I figured by disabling the item penalties I am way more free to roam around and run amok. I don’t play games for the challenge of them, I play games for the fun… and not losing shit on death makes things more enjoyable to me personally.
I’ve started on some semblance of a permanent base. There is a floating rock not too far from my original spawn point and I built a staircase up the side of it and then began flattening the top so that I could build a platform. This is essentially going to be my resource sink for awhile as I keep dragging rock of various sorts up here to start building away at a final creation. Probably the most important aspect is creating an optimized crafting area so that I have a bunch of storage chests that are all accessible by each of the machines. I wish the game had some sort of automated filtering system when it comes to chests, or at least some way of labeling each chest for a specific purpose. There might be mods that do this thing, as there are a staggering number of mods already available. For example I installed one that gives you the name of any item your cursor is pointed at, and another one that creates lucky mining streaks for ore so that it will produce additional ore nodes near the one you are mining when it procs.
Not having to worry about losing everything on death, has made the entire process of exploring the world so much more enjoyable. Firstly I want to now hop down every hole that I see because I can’t take falling damage, and the worst thing that can happen to me is that I get ported back to my spawn point. Secondly the entire process of pushing myself deeper under the earth in search of resources is just a way more fun way to play the game than trying to be careful all the time. Combat is always a bit of a battle of attrition and in spite of using your abilities to the fullest, you are always going to take some damage which compounds the longer you are exploring. I think for me this is the ideal way to play, but your mileage may vary if you care about challenge. I also really like the fact that I can just kill myself anytime I get bored of exploring an area and go back to base… rather than having to painstakingly make my way back to the surface. I hope you had a most excellent weekend. What did you get it up? Have you been playing Hytale as well? Drop me a line below. The post Death Portal appeared first on Tales of the Aggronaut.

Goodbye Anthem

Yesterday was the day that the Anthem Servers went offline officially. This poor game lived such an ignominious fate, and in truth I had not really thought about it in years. However my friend Carthuun reminded me of its passing yesterday, as did a bunch of YouTube channels. It was a really important game for me… until it wasn’t. I wanted this thing to be so much more than it was, and I tried the hell out of making it my next Destiny. It has so many problems, so little content, and so many hamfisted decisions. There was a fun core there, but in an effort to slow players down and keep them from grinding through all of the content… they made the game feel deeply unrewarding and lost me in the process. If you want a proper eulogy for the game then I would suggest that you check out the video Paul Tassi posted yesterday.
I think for me personally I am going to prefer to remember the good bits. There was a really fun gameplay loop when it worked, and roaming around the big open world in an Iron Man suit was a fucking blast. Once they dialed it in, the controls felt amazing and all that it really needed… was more content. However that is unfortunately the most expensive thing to create… and it felt like EA was trying to foist this game out on us and not really fund it. I am not sure what came after those first six months, but supposedly the game improved over time. I don’t think it actually got much in the way of more content, but there was a weirdly devoted Reddit to the game. The thing I am probably going to remember the most is the soundtrack and how much I really loved it. I would love it if someone figured out a way to make this game work with emulator servers, since we should be able t still get the client via steam. However I doubt it had a large enough player base to support that sort of nonsense. You were a cool idea Anthem, but sadly Electronic Arts is a shitbag that did not allow you time or funding to turn into something cool.
I’ve been back in Path of Exile a bit working on challenges and this morning I checked my mappers and finished up Legendary Leagues. Essentially I would really like to hit 34 challenges, and I am sitting at 32, which of course means that I need to squeeze out two more. There are some that I could just pay for carries to complete, but I always hate doing that because it feels like failure. There is one for having run a bunch of map modifiers and fragments, and that one just takes immense time mapping in order to knock out. In theory it is relatively easy to do so, I just have to play a lot, and if I put on an audiobook I can burn through that. However I have not been on my audiobook game lately because I have wanted to spend every moment I can with “Erasure”. However last night we just hung out on voice chat while we both did our own things and that was extremely nice.
This morning I rolled a bunch of originator maps in an attempt to get several that did not have truly onerous affixes on them. That is my core problem with Tier 16.5 is that they have the same pure butts modifiers that T17s have. In theory I should be able to burn through these without much issue, and since I am already level 100 on my Righteous Fire Chieftain, I don’t much care about taking deaths. I know yesterday at one point I took a death, momentarily cringed, and then remembered I was max level and it was no big deal. I think leveling in Path of Exile II made me once again conscious of the damage loss penalty, and I am having to remember that I already beat that boss in Path of Exile 1. I am off today so I am probably going to throw on a book and grind maps at some point.
I also played a bit of Minecraft last night, working on my world that I created named after “Erasure”. It continues to pay off significantly and I found some pretty early diamonds at -5 Z height, or just shortly after ending the deep slate layers. This allowed me to craft my first diamond pick, and sped up my progress descending to bedrock. I’ve harvested so many resources while hollowing out my 8×8 chambers on the way down. I’ve got worlds of iron, gold, copper, redstone, and lapis and an overabundance of raw rock resources. In theory I am probably going to start using the deep slate in combination with cobblestone to build up my tower a bit more so that I can see it even further from base. I also made some shears and got some wool. When I deforested the top of the hill I was building on, it made it so more farm animals spawned giving me much better access to resources.
In theory I need to find some wheat so that I can start breeding cattle. I have tons of cows roaming around near my base and in theory should probably go with the good ole tried and true “meat hole” approach for infinite food production. In order to do that however… I need grain, and in order to find grain…. I am going to need to roam around a bit. The tower is going to make sighting where I am in the world much easier so that is probably the next major expansion project. I should also start to create an above ground fenced in area for crop production and the eventual creation of said “meat hole”. I did hit bedrock and at some point I am going to start setting up branch mining, because once I have access to diamond… I want more of it because diamond picks speed everything in this game up so much.
Tonight is going to be sibling time. We need to make another attempt to get out of relegation territory in Calamity Ops. In theory it really does not matter to much other than it being a point of pride, but we just need to stay together in rank so we can keep doing it together. We also have a new set of Grandmaster keys so we will be doing that tonight, and during the day I might try and unlock the full tower defense mode so we can do some of that. I am not sure when Morgran’s Hunt begins, but I know it is soon as well. Thursday is reset so we may get together really quickly that night and try and get in some early Calamity Ops then as well. I love sibling time, but I am also trying to coax “Erasure” into joining us if for no reason to hang out and listen to the nonsense that Ace and I get up to. Anyways! I hope you are having a great week. I am pretty freaking happy at the moment, or at least happier than I have been in awhile. I kind of want that for everyone. The post Goodbye Anthem appeared first on Tales of the Aggronaut.

Dig a Hole, Find some Coal

Good Morning Folks! I am sort of all over the place when it comes to gaming right now. The primary game that I am playing… is spending time obsessively chatting with “Erasure” and pretty much everything else is falling by the wayside. I have been remembering to log into FFXIV however to collect my weekly cactpot so that is at least something. At some point I want to return to the game and catch up, but nothing has really prompted me to do so. I would also like to play my secondary set of characters over on Dynamis, but I doubt I actually do that until Ace is also in the mood to play the game… which may be never. They were a matched set and we pretty much only played them as sibling time, which was a heck of a lot of fun for awhile until we both wandered off like bored toddlers. I figure my mains on Cactuar I might actually play whenever the next expansion is announced because I tend to have a bump in my desire to play whenever that happens.
I am still playing some Path of Exile II, but I also sort of feel like I have “beaten” that league. I had a lot of fun being a demon bear hopping all around the place blowing things up, but I’ve been kind of getting the itch to finish things up in Path of Exile 1. As a result I spent a chunk of yesterday working on some of the achievements that I left dangling. I respecced away from Incursion and just picked up more Heist stuff on the atlas tree to speed up the total time it takes to run each map. I was working on the meta achievement for running a bunch of super serious mode league content, and have almost finished the step where you have to run 20 Rituals with blood filled containers. I think I have one more of those left, and then I need to figure out one more thing to do in order to finish up that challenge. I set a bunch of mappers running last night, but I have a feeling that I will not be lucky enough to have gotten enough 100% completions in order to knock that meta out. I did just pop in to check and I got 9 completed at 100% so… honestly 15/30 is not too shabby.
I am still playing Destiny Rising, but mostly as a daily maintenance mode game. Essentially I have been focused on trying to uncover a lot of stuff for the guild so that we can keep paying upkeep. I am not playing all three accounts, but I am at very least playing one quite a bit each week. I got my Jaren up to 70k which should be useful so long as we have Fire Damage on the meta for this season. I sort of miss my girl Helhest a bit, and really enjoy when her exotic bow procs and blows a ton of shit up. I also miss Estella being the god empress of all content, but I get that they are wanting to convince people to build new characters. I still absolutely consider this to have been my Game of the Year for 2025 not counting the Fractal Incursion event in Guild Wars 2. It is so damned much fun, I just wish I could convince more of my friends to play it so we could keep upgrading the base without going broke every week.
Something that I have honestly played a lot of this past weekend is Minecraft. I have this dumb habit of making seeds based off my friends and then seeing what they offer. I made a seed based on “Erasure” and it was pretty wild. There was a shipwreck beside where I spawned into the world, tons of sea turtles everywhere, some surface lava, and forests as far as the eyes can see. While I once did a Hardcore Minecraft series, I mostly just play casually. In fact I tend to go tweak a bunch of the world settings so that I don’t have to care about getting sleep every night to prevent phantoms from spawning, and also make it so that creepers cannot blow up my hard work. So in truth these days I plan on pretty fucking softcore mode, and I am fine with that. I like milling around in the world and building dumb things.
Of course the biggest challenge of a new spawn is finding that initial coal. The last world that I created was so forested and so devoid of coal, that I had to start burning logs to get my initial start. This world however, within a few blocks of the side of that initial hill I struck the motherlode of coal deposits and was able to make two full stacks of torches. This was more than enough to fuel most of my further explorations. I am a weirdo in that I mostly stay inside cave systems in Minecraft, and go full on Dwarf mode as I hollow out the earth looking for riches. So the first thing I did was start to hollow out a base in the side of the hill, while being very careful not to break back out into the world. I put a piece of dirt in the entrance to wall off my little safe chamber and then began structuring something reasonable to work in, slowly adding pieces of equipment as needed.
This of course led me to do what I always do… and start a shaft down to bedrock. I am not entirely certain how deep I am at this point but I have broken into the layers of deep stone. Essentially the central shaft has a winding staircase around the outside of what is effectively a series of eight by eight rooms, with three block tall ceilings. The amount of Iron, Copper, and Coal that I have come across in my “spelunk” has fueled my further expansion. The only real challenge with this world so far is that I have yet to find a single sheep. I should probably go off on a mission to find a breeding pair of those so that I can farm them for wool. I do have enough steel to make shears, so I should probably do that rather than killing them. Essentially more than anything right now I need some wool so that I can make a bed and then reset my spawn point inside; my catacombs.
The next big project however is deforesting the hill that I dug into. My intent is to start building up and make a bit of a tower, so that I can see it clearly from above ground. Right now it is just a hovel in the side of a hill with a bunch of torches, and that is hard to see when I am off exploring the world. Sure I have my mini-map mod, and sure I could set waypoints…. but I would far rather give myself a nice big visual landmark to see from the surrounding area. So effectively I am going to harvest all of the birch trees up on top of my hill and then begin to build similar eight by eight chambers upwards into the sky. I will have to figure out what I want for the design for these to be as I build up. I most certainly have MORE than enough materials from my downwards expansion to fuel some above ground mega structures.
I guess as far as things go with “Erasure” I should probably give an update. It was a dramatic couple of days for various reasons. We had the first thing that really checked our relationship, and a lot of it was me being in my head about things. However I think we exited on better ground than we started, so that is pretty good. The harsh reality is that I do not know how to go slow. The relationship that I had with my wife of thirty years… was one that pretty much transitioned from being “just friends” to being a “couple” that was inseparable in over the course of a single weekend. I am really not good at casually seeing someone, and I am working on that. It probably seems like the most counter-intuitive thing to anyone who has dated around at length… but it is just the way my brain and heart works. I am having to learn how to pump the brakes a bit, but will ultimately be better for it. Luckily she did not run away, and luckily is willing to work with me through it. Anyways. That is my weekend. A bunch of random games, that took a backseat to my continued getting to know someone that I’ve cared about for twenty years… but am starting to care about in new ways. The post Dig a Hole, Find some Coal appeared first on Tales of the Aggronaut.

Progress Engines

Path of Exile II – Everything Burning Around Me
Good Morning Folks. This is going to be a bit of an academic topic, that stems out of a brief conversation that I had with a friend of mine about Path of Exile II and why mapping in that game just isn’t as fun. I am having a similar conversation with another friend about why the campaign feels worse for them in particular, but that is something that I am not going to dive into really. Basically there is a minimum bar of functionality that is required to get through the campaign, but once you have achieved it… the campaign is honestly one of the most enjoyable parts of the game. I landed on the term “Progress Engine” to describe what is missing in Path of Exile II. Essentially video games for me, or at least the best ones… are really adept at answering the question “what should I do next?”. They have a natural flow and set up a series of short term, medium term, and long term goals for the player and accomplishing any of them feels really good, like ticking something off a list. Path of Exile II is missing this lattice of things to do that provide a clear answer as to what you should be doing with your time. This exists through the campaign, but largely falls apart once you reach maps, and I believe is also why the attach rate at the end game is seemingly so low. Folks either roll a new character and experience the part of the game that works… the campaign… or they are so profit minded that all they care about is exalts/chaos/divines per hour and provide their own internal motivation.
Path of Exile 1 – Atlas of Worlds
So lets start off with talking about the Atlas of Worlds, which really feels like a pinnacle of progress engine design. This screen might be incomprehensible for a new player, but once you understand it… you see a bunch of carefully structured tick marks. The base atlas is made up of 115 individual maps, 100 normal maps and 15 unique maps and progressing through this rewards you with an Atlas Passive point for each new map that you run under the requirements for that tier of mapping. Early in Atlas Progression it feels like every single map that you finish is contributing towards some broader goal, and then later you start structuring your maps in such a way as to try and produce the maps that you are missing. Additionally you have 12 Favored Map slots which allow you to skew the drop chance towards dropping specific maps, and there is a sequence of boss encounters that unlock Voidstones, which allow you to increase the level almost all map drops so that eventually you reach a point where you are only getting T16s and almost always getting the maps that you want to run. This is in itself a massive reward of being able to do exactly the thing that you want to do over and over for rewards, and it is achieved through a bunch of micro objectives, that in themselves feel good to accomplish.
Path of Exile 1 – Atlas Passive Tree
The payoff for atlas progression is the Atlas Passive tree, which allows you to shape the content that you are running so that over time you can slowly focus things in on exactly the endgame that you want to be doing, and then do it ALL the time. Effectively you can reach a point where you are sustaining map drops for exactly the maps that you want to be running, and then forcing exactly the content that you want to be running on those maps. This has allowed me to deep dive into specific atlas mechanics and really learn them at a meaningful level. Atlas progression also gives you access to more Atlas Passive trees, with a new one unlocking at 50 and at 100 maps completed so that you can quickly shift up your strategies as your mood shifts. These new atlas tree unlocks are themselves medium scale objectives that feel amazing when you accomplish one. Path of Exile 1 is all about running ONLY the content that you want to run, and giving you a bunch of tools that allow you to force exactly that. If you don’t like Ultimatum, then you can literally block it from ever appearing on any map that you run. As a picky eater… that gets squicked out by specific things in my food… I will always appreciate systems that allow me to granularly exclude the parts of a game that I do not want to participate in.
Path of Exile 1 – Challenge Screen
Then once all of this progression is finished, you have the final lap… of really long term goals which are made up by the Challenge system. Each league there are 40 challenges that vary from things you are always going to accomplish by just completing the campaign, to really edge case things like aggressively running whatever the new league mechanic is, and fully exploring it. Gear Grinding Goals or whatever the final one is called in a given league is almost always going to include things like leveling all the way to 100, and running a bajillion invitations or similar really long ranged goals. They give you an optional set of rewards to gather up, usually with some MTX associated with it and a Totem Pole that grows in size each time you get to specific numerical milestones. These are great reasons to keep engaged after you have effectively arrived at and conquered general mapping. Getting 40 of 40 is a massive commitment and often times requires you to start being focused on knocking these out as soon as possible. Many of them the longer you wait the harder they become to accomplish, because the trade economy means there are fewer copies of any given thing once folks check out and stop playing. However at its core Path of Exile 1 is really good at presenting a series of objectives for you to knock down and giving you a reason for doing all of them.
Path of Exile II – Atlas of Worlds
So now let’s compare the systems in Path of Exile II, and we will start with their version of the Atlas of Worlds. Instead of a fixed series of maps that drop and needing to complete each of them, you have an endlessly generating sprawl of procedurally generated nodes that effectively sprawl out forever in any given direction. Mixed in among these nodes are unique maps that provide rewards for completing them the first time, as well as specific mechanics that you can only find in these nodes. The core progression system involves bumping up your map tiers by fighting boss maps, which guarantee you a waystone drop of one higher tier, and finding corruption nexus nodes and then cleansing them on higher map difficulties. The reward for doing so is 5 Atlas Passives, but the time between Corruption Nexus nodes varies wildly based on luck of the draw. You could spawn into an area with three corrupted areas next to each other, and be able to rip through your early atlas progression really quickly. Or you could be unlock and spend hours roaming around the random grid trying to find the next area. This delayed progression ends up making each individual map feel less important, and more of a chore when you run them. Additionally you can never reach a point where you are ONLY running the maps you want, and there are going to be specific layouts that you hate, and inevitably they seem to always be gating your progress towards the nodes that you need… forcing you to run them.
Path of Exile II – Atlas Passives
Then there is the Atlas Passive system where each individual node feels less significant than the nodes in the POE1 passive tree. Additionally you are limited to only the most generic mechanics on the base atlas, and each of the individual league mechanics have their own atlas with their own progression system, that only moves the needle forward by doing increasingly more difficult boss encounters in each of those league mechanics. Traditionally bossing and mapping have been considered to be different objectives on Path of Exile 1, but in Path of Exile II you have to do both with your build in order to sufficiently progress your Atlas of Worlds and making mapping feel more rewarding… requires you to also fight a bunch of escalating boss fights in order to achieve it. In practice it just feels like there are large periods of time where you are setting up for your next burst of progression, but not really seeing much benefit from it. There are no favored map slots, no equivalent to void stones, and no challenges… so it feels like there is less progress to be had that feels tangible and provides a meaningful difference in the way you interact with the game.
Path of Exile II – Currency Drops
Then there is the general problem that Waystone drops feel like they are super rare. On average I see one waystone drop per map, so I am almost always just barely replenishing the resources that I spent to engage with mapping in the first place. I have invested in every single waystone drop node in the Atlas Passive tree, and it has not made a meaningful difference in the rate at which I find them. Then there is the problem where mapping in POE2 just has more friction in general, since you no longer get a default six portals per map, but instead get a limited amount of portals based on how many mods a given map has. If you run a juicy 8 mod map, you get a single attempt at it… which makes death feel awful when it happens. It rapidly becomes a scenario where the only thing that matters about mapping is currency acquisition, so that you can either afford to buy more waystones and tablets to make up for any of your failures. There is no real progression for the sake of progression system that is guiding you, and once you finish the campaign it largely feels like you are dumped out into a shapeless abyss without many guard rails to guide you. I think in its current state, the only players that really stick around for long are the financially motivated ones that care the most about divines per hour, because the motiviation to keep pushing to knock out objectives is truly lacking.
Guild Wars 2 – Wizard’s Vault daily objectives and Hero Achievements Panel
There are a bunch of different ways that games generate these progression engines. Probably my favorite example to drop upon is Guild Wars 2, which is the game for people who like focusing on various objectives. You have the Wizards Vault which is essentially what that game refers to as daily quests, which has daily, weekly, and seasonal objectives. Then when you are roaming around the maps there are constantly events firing off which provide micro objectives allowing a player to ping pong between them, feeling fullfilled while accomplishing little bursts of activity. Then the achievements section of the hero panel is filled with various objectives, many of which are made up of smaller multi part objectives giving you various sundry things that take hours, tens of hours, and even hundreds of hours to accomplish. For the “number goes up” players there is a global achievement score for your account that unlocks various minor reward chests each time you hit a new milestone.
Guild Wars 2 – Crafting Legendary Armor
Then for the folks who want really long term grinds… there are Legendary Weapons and Legendary Armor pieces that are shared account wide and give you more flexibility in the way you build your characters. Even these come in various flavors that will dicate just how much effort they require. The legendary starter kits give you a massive boost in this progress and shave hundreds of hours off the process. Then there are things like the Gen 2 legendary weapons where you have to jump through a long series of hoops to craft the precursor weapon before factoring in all of the resources required to turn that then into a legendary weapon. All these serve as mile markers on your account and ways of visually being able to show and track your progression as a player. Any time I am faced with not knowing what to do next, I dive into the various legendaries that I have started and see what sort of progress I can make towards them. There are also really low effort things like world boss or meta trains that you can hop on to feel like you are making incremental but generally non-specific progression.
Destiny Rising – Events Screen Fighting for Attention
I would be remiss if I did not talk at least a bit about the other end of the spectrum… namely mobile games with the sort of progression engines that they have. Namely they are all about deluging you with a bunch of required systems that themselves only require a few minutes of your time… but have so many stacked on top of each other that you feel like you need to spend a few hours a day working on them or your risk falling behind. These are all games with largely micro objectives, with limited medium term… and some really long and financially egregious long term objectives. Completing any one gacha character is unobtainium without a multiple hundred dollar financial outlay. Then there is the challenge where both the amount of time that you can commit to something, and the amount of progress that time will earn you are hard gated… so that they will keep driving you towards the cash shop. Some of these are worse than others, and I rather enjoy Destiny Rising that I am using as an example. However it can be exhausting to log in and see thirty windows lit up waiting on your attention that all require just a few moments of your time. This is esssentially progression engines stretched to the point of breaking and is maybe a bridge too far for most players.
POE2DB Player Fall-off in Path of Exile II by League
Fate of the Vaal has so far had the fastest drop off of any Path of Exile II league. POE1 Leagues tend to have more of a slowly declining plateau that they reach quickly that slides slowly as the player count drops off as we get closer to the next league. POE2 on the other hand tends to be pretty rapid and pretty constant, not really starting to plateau until you are a few months into the league. My guess behind this is that as folks get into maps, they tend to drop out of the game because there really isn’t much connective tissue there to keep them engaged. The game is missing a progression engine to keep them invested in the long term. The currency aquisition folks stick around because they are self motivated by their own version of “number goes up”, but I think they tend to be a much smaller portion of the larger pie, especially with Path of Exile II. Completing the campaign feels like it represents a larger part of the game. Not only does a full campaign run take much longer, but it also is much more meaningful than anything that comes after it.
Path of Exile 1 – Delve Endless Grid
I love Delve in Path of Exile, and for the most part the POE2 atlas system seems inspired by this system of endless progression. The problem is however that Delve is a bunch of micro objectives, with any given delve path taking a few minutes, whereas even the fastest maps are at least 5 minutes because the layouts are not as clean as they were in Path of Exile 1. Bad nodes feel more damning when it takes longer to clear them. In Delve you can pretty quickly rush to the next objective node, and as a result none of them feel that bad. You chase the nodes that you care about, which are more clearly marked on the map, and each of them feel super rewarding because the is a tiny bit of effort to clear any of them. It isn’t so much that I want Path of Exile II to just copy the homework of the Atlas Progression system from Path of Exile 1, and more a case that the Delve Atlas just does not feel good. I am open to other solutions, but whatever the case I think they need to rework the entire atlas progression system to give us more bursts of short term progression, rather than the aimless wandering nature of trying to find the next bit of progression that we have right now. Anyways. Like I said this is more of an academic ramble than anything else. Did I completely miss the point? Drop me a line below. The post Progress Engines appeared first on Tales of the Aggronaut.