this post was submitted on 14 Jun 2024
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[–] [email protected] 5 points 5 months ago (1 children)

They adjusted the level scaling for S3, with different thresholds depending on the world tier you're in. As you approach the monster level cap for a given world tier, the scaling slows down so that it's outpaced by the player level.

I agree it shouldn't have scaled 1:1 all the way to max level on launch, but people are super quick to forget how well D4 was generally received on launch. It was literally used as a counterexample to games that launched badly, "it was more like a toddler trying to make an MMO" seems like a dishonest characterisation to me. What complaints do you have that aren't long since resolved?

[–] [email protected] 7 points 5 months ago* (last edited 5 months ago) (1 children)

I mean, releasing one of the worst ARPGs of all time isn't exactly a triumphant launch. I think D4 is fine now that it's effectively become a sequel to D3, which is why I tried to use the past-tense as much as I could, but D4 was only received well by casuals. Every ARPG fan I know and every content creator I watched played it for like 2 days, realized there were deep systemic issues, and dipped.

[–] [email protected] 2 points 5 months ago (1 children)

That's just not consistent with the reality that Diablo 4 was released to wide acclaim. Wolcen was far worse than D4 in almost every area. I think you just got farmed for engagement, because contrarianism is trendy.

[–] [email protected] 4 points 5 months ago (1 children)

Everyone I know that played at launch when I asked if it was worth getting told me no, even more so after the first few patches

[–] [email protected] 1 points 5 months ago* (last edited 5 months ago) (1 children)

https://en.wikipedia.org/wiki/Diablo_IV#Reception

There wasn't really any discontent online about the base game mechanics until there was discontent about the live service content for S1 a couple of months later.

I might be ignoring nonsense complaints like about barb nerfs despite barb being consistently the most powerful class by a significant margin to this day, simply due to having more slots for more affixes & legendary powers

[–] [email protected] 4 points 5 months ago (1 children)

people were literally criticising the game so much on all the Diablo-related r/'s that i had to unsub from each one. like, yeah, it got good ratings, but if anything, that only served to further incense the ones displeased.

there was a lot of stupid, toxic bs, for sure, but there were also players dipping out before the first season even began -- myself included. like, this is just me, obviously, but D4 at launch was straight up the most let down i've ever been by a game.

for brevity's sake, i gotta say that season 4 made me wanna give D4 another shot. & you know, it's fun now, but there are still elements to it that make me want to scream & that's not gonna change, because it's all a part of their vision for the core experience of the game.

[–] [email protected] 1 points 5 months ago (1 children)

Ya, that's a subreddit for an online game tho - being a circlejerk of negativity is like its primary function, even for breakout hits like Helldivers or The Finals. It's part of why I left reddit completely, and why "someone online said it's bad" doesn't pass the sniff test for legitimate criticism for me. As an ARPG enthusiast, I went in with the expectation that it was neither POE nor Diablo Immortal; that I'd play it alongside other ARPG's cyclically; that it'd be made or broken by the quality of the seasonal content & meta.

I understand it fell short of others' expectations, but I think that's primarily an issue with the expectations. That I'd rather play D4 right now over PoE or Last Epoch doesn't mean that those aren't great games, they just don't have that fresh content right now and that's ok, despite that you can easily find equivalent negative discourse about it. And if D4 S5 sucks, the inverse will also be true.

[–] [email protected] 2 points 5 months ago (1 children)

yeah, okay. all i'm saying is, parts of the internet were practically incandescent with negativity towards the game, a not insignificant amount of which had to do with the base mechanics. like, there are content creators currently reporting on how season 4 is turning things around, which wouldn't be noteworthy if the game hadn't been hemorrhaging players almost immediately after launch.

D4 released to "wide acclaim" where the critics are concerned, yes, but a sizable portion of the audience clearly didn't agree. like, the game was practically a meme until recently.

[–] [email protected] 1 points 5 months ago (1 children)

I think you're playing into a content creator-driven narrative that doesn't quite exist for the reasons you think. It isn't quite as simple as D4 bad, followed by D4 saved (or the delicate nuance of 'D4 mid'). Indeed masses already flipped their use of these polar opposite terms several times since its release. This is more of a treadmill you're on to drive engagement, views. If you're bored with a game, that doesn't necessarily have to be because the game is bad. It could just be that the available content has run its natural course for you. This explanation just doesn't compel people to watch videos about it, though. It can be more satisfying to have it explained to you that there is a problem with the game, that some external factor is inhibiting your enjoyment of it.

I just don't think that is an accurate representation of reality in this case. I think the latent majority audience isn't terminally online, doesn't form their opinions based on what a content creator said, doesn't watch a line on the steam charts page and cheer when its direction validates them. They just play the game until they're done, and enjoy their time with it. And that by no means is the same thing as being a 'casual'.

[–] [email protected] 3 points 5 months ago* (last edited 5 months ago) (1 children)

i get where you're coming from, i believe, but i don't mean the, well, "treadmill," specifically. there were players testing D4 extensively & finding out that 1) some mechanics, while baffling, appeared to be working as intended (necro minion behaviour, for one) & 2) some mechanics were not working as intended (armor chief among them, IIRC). add to this the monetisation, lack of content, dungeon / map design & a whole bunch of other things people had legitimate problems with from the get-go... well. i mean. i know kind of a silly amount of people with a long history with Blizzard / Diablo, some of whom i wouldn't feel weird calling Blizzard fanboys. not a single one picked up the game at all. like, not that my peers are the alpha & omega; i just kinda hadn't thought about this much before, but it's bizarre how many friends & relatives i was sure would eat up anything by Blizzard just straight up ignored the game. again, it's not really about the treadmill as much as like, just old-fashioned word of mouth, i think. it didn't take long at all for Blizzard to post their "so, uh, things are gonna change" damage control video, which to me says they know they messed up (for what it's worth), when everyone & their dog were reporting on the game selling a buttillion copies only a little while before.

i believe i may have been coming on a bit strong. apologies. i don't at all mean to be saying that D4 was overwhelmingly criticised by everyone, just that the reception seemed to be mixed enough where two people could have an entirely different view of it, depending on the environment. you know? there were people who were primed to hate it no matter what, absolutely, but also a veritable mountain of legitimate critique that i don't want to be dismissed, because the game was not ready for launch. the "beta testing" showed as much, but of course, it was already too late to change anything. & you know, what boils my piss is, there were folks saying, "have fun with a year's worth of beta testing you paid for." because they were right. they shouldn't have been right about this. this shouldn't be happening.

[–] [email protected] 1 points 5 months ago (1 children)

I wrote out a longer reply but my phone died partway through. Suffice to say, fair enough, I can't argue with your lived experience. I still disagree about several of your points - minion AI was reworked in S4 - outside a couple of isolated incidents, monetisation is relatively fair - timeline/urgency of dev/community response re: post-launch corrections ("damage control" mode specifically followed a horrible S1 mid-season patch). But ultimately your opinion is valid and I'm happy to agree to disagree.

[–] [email protected] 1 points 5 months ago (1 children)

lmao this is such a slimebag thing to say. whether or not you find my opinion valid is irrelevant, because that's not what this is about. like, why respond at all if you're so unwilling to engage with what is actually being said?

[–] [email protected] 1 points 5 months ago* (last edited 5 months ago)

Your overall point seems to be that despite the wide acclaim on launch & yourself / your peer group's historic enthusiasm for blizzard games, you came to the conclusion it wasn't worth engaging with the game via word-of-mouth. What is there to argue about that? The reasons you shared generally don't ring true to me, but I'm not the arbiter of your collective impressions. At the start of this comment chain I tried to elucidate genuine reasons to dislike it - either reasons that haven't been already addressed for a significant part of the game's lifecycle, and aren't ones where D4 is simply guilty by association with blizzard or another of their games. I think the reasons you've given generally fall into these categories.

  • on initial dev/community response, I agree specifically vulnerable damage didn't take long to be revealed as overpowered & that cheapened the launch meta. The first dev stream primarily served to address that issue. I'd agree it was significant enough an issue to warrant addressing quickly, but I'd disagree that the response was outside the scope of general expectation for post-launch corrections to the meta of an ARPG. Here I think you're mistaking the acknowledgement of any fault with the game as going into "damage control" mode, likely due to the issue being played up by commentators. I acknowledge they went into that mode later - following the S1 mid-season patch.

  • on sticking with bad design, or the intention behind it, it's hard to respond about the examples you've given because the fact both minions & dungeons have been reworked exemplifies that isn't true. Minions received small updates in S2, buffs & further reworks in S4. Many of the more annoying dungeon affixes were removed for S2 - lightning storm affix was also removed for S4. You could certainly argue that they were intentional parts of the design during the development stage, but that dev time was straight up sacrificed to improve it, so it's clear to me they aren't staunch about really any part of the design. Indeed following the codex reworks, running a normal dungeon is no longer necessary at any stage of the game (except for the sorc lvl15 quest). You can still get aspects that way if you want, but you can also get them all from salvaging gear over time. It's optional content, and additionally there are many small tweaks over the seasons I'd describe as "surprises" - minor things like new animations for normal mobs in particular locations, spider elites creeping down from the roof of a cave, and other small touches that cumulatively make dungeons more interesting / less repetitive. These are mostly not mentioned in patch notes and as such have been almost completely ignored by commentators.

  • on monetisation, as someone that has had multiple battle passes, they aren't worth it. There's simply very little motivation to buy them or any of the individual paid cosmetics in the game, because they aren't meaningfully better than the free cosmetics. My toons don't wear my paid cosmetics - it's literally more interesting to go without transmog. The free cosmetics are good enough & that way there's at least variety in what's displayed on the loading screens. When you refer to monetisation as a problem with this game, my question in response is - acknowledging the state of live service game monetisation is generally predatory - how could it be less so in D4? Isn't an entirely optional system that doesn't involve fomo about as good a place as you could expect the monetisation to be in?

There are 2 exceptions in my mind regarding generally anti-consumer stuff (the isolated incidents I referred to earlier). That is 1. additional DRM that was in place during the early access period for purchasers of the collector's edition, and 2. the dark pattern implementation causing unintentional activation of S1 battle pass tokens for that same group. These are both things I disagree strongly with on principle, and if anyone dropped the game because of them - I'd agree with them. Indeed when my buddy ran into DRM roadblocks during early access, I promptly refunded my collector's edition and purchased the standard one upon launch instead.

Now in regards to yours/your friends initial impressions, I think it's worth considering the impact of external factors such as Blizzard's reputation, and the general launch state of the litany of games released post-covid delays during 2022-23, both of which I think served to negatively impact interest at launch. IIRC it was their first major non-WoW release following the revelation of issues that culminated in the DFEH lawsuit, and the resulting major changes in company structure. I actually think D4's launch state is pretty admirable overall in light of those issues, but could certainly understand if Blizzard fans were trepidatious about continuing to support them at the time. Against a backdrop of failed major launches, it'd at least make a lot of sense to wait for post-launch independent feedback.

And likewise if they had held off until that S1 midseason patch where everything was nerfed to shit and people logged in to find their builds suddenly needed extensive reworking, I'd agree with anyone dropping interest in the aftermath of that. I did too, temporarily.

Lastly, keep in mind that they had Megan Fox advertising the game in Superbowl ads. I don't think it's the case that D4's launch state was bad and caused a noteworthy player exodus. I think that ARPG's simply aren't that mass-marketable, and that advertising reached a lot of people that otherwise wouldn't pay D4 any mind, and that group just aren't generally interested in that kind of game. And so once they reconciled how it was advertised vs what it is, they stopped playing. From my perspective, that isn't meaningful in terms of analysing whether it's a good game.