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.
Good Morning Folks. I am getting a bit of a late start today because I am fighting some sort of unnamed crud. On Tuesday I had a bunch of doctors appointments, and I am pretty sure I picked up something in the waiting room. I had been hacking and coughing for a few days and this morning I woke up with a ridiculously sore throat and almost hay fever like symptoms. I am taking the day off because I do not feel like working, and going to be trying to push fluids and rest as much as I can. I did not do the weekly Thursday night GW2 thing last week, but did last night and it was quite a bit of fun… even though I was running pretty low on energy. We happened into the meta event for Starlight Weald and that was quite a bit of fun. So far I have liked both of the new meta battles, though I have only caught the first zones a few times now. I’ve yet to properly unlock the second zone, but I did the teleport to friend thing so I could join in the reindeer games.
It has been a bit since I talked about Destiny Rising, but I am still playing at least some of it every day. I managed to pull the final exotic that I was missing the other day when I crafted an engram. Most of these I have not upgraded or anything, but it did feel good to at least check off this box in the grind. I doubt I will ever actually use this Hand Cannon because I greatly prefer the one that works somewhat like a pulse rifle. To be truthful it is going to take a new champion that really makes Hand Cannons fun, before I play any character regularly that uses one. I mean I won’t discount it because I did not like the single shot grenade launcher until Maru dropped, and now I am loving it.
That said, Maru really does not feel good until you get the exotic grenade launcher. I pulled her on the second acount and have been using the mythic grenade launcher with her, and it feels really bad. A lot of her power comes from the exotic’s ability to explode multiple times in a row. Without that, she just does not really have the clear speed. However I am still happy to have pulled her at all on my entirely free to play account, because I never managed to pull Helhest. Maru if nothing else plays a much more important role in the game than Helhest does, because she fills a niches that only one other champion Ikora can really fill. There are at least several other Precision champions at this point, and I have three of them, so if I had to spend my luck on anything I would rather have the void grenade launcher champ.
Ace and I got together last night and did Calamity Ops now that we are finally in a bracket again that allows us to group up together. In doing so I managed to get enough materials to be able to finally push Maru to Gold on my main account. I am still missing one of her weapon mastery points, but after that I will likely start working on pushing Gwynn up. We have three strongholds unlocked this week and need to figure out a time when we can get everyone together to take them down. We did not clear any stongholds last week, and I would really like to get the points this week. We cleared our Grandmaster content earlier in the week, so really the last remaining thing that I really want done this week is the strongholds. I should probably also try and get one more legendary content run so I can get my maximum points.
Over in Path of Exile, I am mostly still chipping away at challenges. I’ve done almost all of the really easy ones, and now everything else that I am doing takes some effort. I’ve unlocked 3 of the bloodline bosses for example, because I finally found an Aul the other night down in Delve. I should wrap up the Bijou Beetles within my next few map runs, because I am running with 5 Scarabs pretty much every time I run a map. Cross Contamination is going to require specific focus and figuring out how to make sure I force a few different mechanics on the map at the same time. Remarkable Realms I should at some point get Doryani’s Machinarium to drop in Delve, because it is currently back to selling for around 5 Divines each due to it being back on the list of challenges. Cunning Crafts requires me to use a Divine Orb, but I keep hoping I will get a Betrayal Stronghold with a crafting bench that has Divines on it, which should count. Atlas Awe requires The Feared…. which I might just pay for a carry because I am not in the mood to farm up all of the content required to unlock that.
I’ve been running a lot of Alva, just because it is great experience and also if you run it with the scarab that generates a random temple, you end up getting a locus of corruption shockingly often. Those sell for at least 100 Chaos each, and if you get a Locus plus the other key rooms they go for significantly more. Essentially I tend to make enough currency to keep funding my scarabs, so that I can mostly just use it as an experience farm. I really should swap one of my scarabs for a stack of Niko scarabs just so I can force getting sulphite at the same time. Every so often I get a big ticket item like a Valdo’s box which also makes the entire thing profitable. At the moment I am running it with Toxic Sewers and at some point I will flip and probably level my Ice Trapper in Tropical Island because it prefers a more open layout so that I can seed the traps before mobs get to me.
Lastly I jumped on a deal for a new computer, so this weekend I will be migrating over to that. Essentially I had been watching a few different pre-builts, one of which at CostCo and with Black Friday specials it dropped in price by $400 finally making me take the plunge. My current machine has been functional with an 11th Gen i7 and a 3080, but it is also around five years old at this point. I had been looking for something reasonable with a 5080 in it, and this MSI pre-built has an Ryzen 9, 32 GB ram, 2 TB M.2, and a RTX 5080 for $2200 currently through the week after Thanksgiving. The CostCo options were already a bit cheaper than some of other other pre-builts I had been looking for, and I priced things out and could not really build something with a 5080 for cheaper. The price drop just finally made me do it…. so now I will be spending my weekend swapping things around and getting it set up. I think I might end up using my current system as a living room PC.
Anyways. Apologies for not blogging yesterday but I was coming down with the crud that I am dealing with today, and just was not feeling up to it. Hopefully y’all have a wonderful weekend and if you are traveling for Thanksgiving, I hope it goes smoothly for you.
The post New Metas, New Weapons, and New PCs appeared first on Tales of the Aggronaut.
Good Morning Folks. I did not get a blog post out yesterday, because for most of the day my site was bricked. This all started the night before with a deluge of spam, that my spam filter seemingly failed to remove. I cleared it up and decided I would investigate the issues in the morning. It seemed as though my site instance was being blocked from reaching out to any endpoints for WordPress, spam filter, the firewall rules, or even google site kit. After going around in circles with a tech twice, they finally escalated me up the tier and around 6:30 last night I got the above email. Apparently my site had received a blacklist complaint for serving up Malware. However they thoroughly scanned my files multiple times and found nothing of the sort. Weird that they took action without actually contacting me about it. I thoroughly scoured my email and found zero attempt to contact me regarding this issue. Things are resolved now and turned back on, but still highly frustrating.
Yesterday was the start of a new season in Destiny Rising, and with it comes a new mythic character called Maru. She had apparently been available during various phases of the alpha and beta testing for the game, and serves as this important niche that was previously only capable of being filled by Wolf or Ikora. The problem there is that neither of those champions are really worth investing a lot of rare resources into, because even fully kitted out… they will never feel as amazing as some of the later champions that came out. This is the problem with Gacha games, there will always be a concerted effort to make the Free characters feel nowhere near as good as the banner pulled characters. I had banked up a few “pink ship” pulls and managed to get a copy of her in my first 10 pull.
Essentially she is using the same class of primary weapon as Ikora, which is a single shot infinite ammo Grenade Launcher. Then she is using the same heavy weapon type as Wolf, which is a multi-shot Grenade launcher. Essentially she is all about explosions and I am not exactly sure why… but the kit feels so much better on her than it ever did on Ikora. Her first ability fires off multiple void grenades at the target, and the second ability provides a shield that then drops when you fire off a charged grenade attack. Her super is great because she bellows “Spray and Pray” and then lobs a heavy machinegun fire rate of grenade attacks at your target. It doesn’t last terribly long, but is pretty great for burn phases.
I ran the Legendary Story Mission on Challenge Difficulty with her and came in well under the gold timer. Sadly this will not count for either silver or gold, because I have yet to get out of bronze with her due to the limited amount of elemental fruit I had available to take her to rank 9 artifact gilding. I have her up to around 60k light, and she is absolutely going to be the next character I push up closer to 64k so I can start doing the Master/Grandmaster content with her. Essentially she fills a niche that I did not really have. For precision content I have Helhest, and for Rapidfire/Solar content I have Estela, but I did not have anyone that could really handle Spread Shinkas. She wrecks them with great abandon, and I pulled her exotic weapon which only serves to greatly improve her utility because it fires faster than the base grenade launchers do.
With today’s patch we also got access to three new Gauntlet Blitz maps, which are mostly better than the original three. I had to snap this screenshot because this represents what most of the night looked like. We queued into a Grandmaster Blitz and half of the party was playing Estela and the other half playing Maru. The thing that kind of sucks about Grandmaster content is that you can only run it once per character, per day… which means you have to go back and do this content multiple days in a row to burn down your limited access keys. I mean it creates scenarios where Ace and I have to group up together multiple days, which is not a bad thing. However I do loathe artificial impositions for play restrictions.
After running the new content in Destiny Rising, I moved downstairs and popped onto Discord for our weekly Thursday night Guild Wars 2 shenanigans. We were down a Sita, though he popped in briefly to say he missed us while he was with family at Disney. It was kind of adorable honestly, and we also missed him. We largely ran Rifts in the first of the new expansion zones, which was great for me because I needed to grind out ranks in Skimmer mastery due to being knee capped by an early bug that I have already talked about. I got the needed rank and a good chunk towards the next rank, though I am probably going to to switch mastery tracks just in case I get gated by something in the zone specific one. It was a lot of fun, as it always is and I greatly love hanging out with Ammo and Sol and doing dumb things. Sometimes you just have to “F” it… which is the primary interaction key in Guild Wars 2.
Lastly over in Path of Exile I am wrapping up red maps on my Atlas and I legitimately have not really encountered any major difficulty spikes. I am in an awkward spot where I need a bunch of different gear pieces and things to happen before transitioning to the next phase of the build. I have a solid life gain block shield that has decent flat regeneration on it, and that will come in handy when I transition to block based. However at the same time I really need a six link helm, which I am working on crafting through delve. The challenge right now is I that I do not have much in the way of currency to spend, so I am having to go out and acquire the needed crafting resources myself which is slowing things down considerably. I think I have enough Divine Vessels to finish out my pantheon so that I can drop Purity of Elements and move to Purity of Fire, but I also need to acquire an Enlighten so that I can get to the res cap. Essentially there are a lot of moving parts but at some point I will click them all into place and shift up my tree. For the time being I am pushing ahead and should be able to complete maps and get at least my first two void stones without much issue.
The biggest challenge that I am having right now is that I am dealing with some health problems and have just not felt like myself for the last few weeks. A medication swap ended poorly, and yesterday I ran to the doctor to talk through the symptoms and it ended up with me having an in office EKG, glucose test, urine test, and ultimately doing a couple of different blood tests that I am waiting on results back from. This morning is the first morning of shifting things back to the way that they were and dropping the new med that seemed to be having some adverse reactions. Additionally I am getting a referral to a Cardiologist and getting signed up for a Colonoscopy since I have never had one of those. They are kind of grasping at straws because at face value… pretty much all of the tests so far have come back normal. If nothing else it was peace of mind, and will be further once the other specialists tag in. Basically I am in a weird place right now, and it is negatively impacting my gusto to push hard in games at the moment.
Having my spouse effectively drop dead in front of my eyes with no warning in July, has basically ratcheted up my sense of panic. I already have natural hypochondriac tendencies that my spouse helped walk me down from, so I am trying to not go into a rampant panic attack. Its scary in the world when you are all alone.
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Featuring: Ammosart, Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen
This week, we start off with some discussion around Path of Exile 3.27, the Keepers of the Flame league, and how we are doing breach to make things with the tree tree. From there, we talk a bit about the murder of Amazon Game Studios and how New World is essentially a shambling corpse now… spooky. After that horror story, we needed something chill, so we talked a bit about Powerwash Simulator and its interesting method for delivering a story. Grace and Bel finally finish the Destiny Rising raid and talk a bit about how good it is at teaching mechanics in lower-level content. Dispatch is a wildly good game that is being delivered in an episodic method that feels like you are playing a really good television show. Guild Wars 2 Visions of Eternity launched and we talk about some of our early thoughts, namely around the builds introduced by the new elite specs. Finally, we talk a bit about Outer Worlds 2 and how it makes good on the idea of Obsidian’s very own Fallout New Vegas that the first game started.