Make an endless grind: Future of the ARPG

To be honest, one of the reasons I like GD is because you can actually “complete” the game on a character and not have it go on forever.

But, I do understand the appeal of the suggestion though. Personally, I wouldn’t mind as long as it is an optional separate game mode like Hardcore, without any extra actual content unique to the game mode. But for the time being, one might be able to mod the game to do something like this.

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And it would be found and used… by a few :rofl:. It is in no way contradictory. It’s something that a person can hope for. Joke about finding. Make up stories about finding. It would take almost no time and resources.

sense of progression, needless grind can diminish the sense of reward for output given

considering that i specifically have 0 interested in D2r because of D2s level of grind i obviously can’t agree there
even GD still has little areas where i feel like it could/should alleviate the grind a little

Paragon system in D3 was the worst addition to any APRG, dare i say to any game ever

“practically” GD gives you just that, as perfect/high rolled items and double rares are basically only existing because of GDstash
in essence of your actual meaning of it, i’d disagree, i’m a hero on journey, that journey should have a (reasonable) end. GD does this very well imo

i too love content that i’ll never see, never have a decent remote chance of experiencing, and is just gated off by arbitrary walls of unending time expenditure.
^hope the sarcasm was thick enough

no game, ever, not even live service BS, should imo warrant years and years of necessary play to experience things… one thing is voluntarily sticking or returning to a game for 4-5digits hours of playtime, another is to actually gate it off through grind or other arbitrary nonsense
it’s a game, not an actual life…

and i think that’s what i boils down to in the end for me, it’s a game,
i should feel like at some (reasonable) point i have the option for a sense of feeling that i’m “done” with it, having experienced it all, killed every enemy, completed every quest, reached the end of my hero’s journey, and that i can put the game down/back on the shelf, only to revisit because i actually want to/because it was a good game; not because it had to invest my life in it to experience a mere 99% of what it had to offer…

The game should offer me a sense of completion, being entertainment, so that i can move on and try other games, much less with a sense of "i wonder what that super duper ultra final finale boss/area was".
A good game should provide you with some fun, and at the end you get to put it down, and have fun memories of your adventures, - not regrets of not slogging it through for another 5 years “just because”…

anyways… not a fan of big grind :grin:

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some players do like almost-endless grind mode in their arpgs. but if the rewards are just measly+stats to attack/defence, rather than giving you game breaking abilities like jumping/dashing/teleporting while also summoning meteors that also summon more meteors while also gives you momentary powerful buffs… its not worth sacrificing most of your time and energies.

i’ve had enough of that with borderlands 2’s almost-endless-badass-rank-but-with-greatly-diminishing-rewards like +0.1% gun damage… and gearbox even give 10 level overpowered mode that actually tortures player more (player can’t get more levels and max health, while only their guns/shield/grenades/accessories/skill powers/ scaling to op enemy levels) while only giving some extra rewards per op levels in digistruct peak… and it had no relevance to the story whatsoever. that’s one experience of ‘endless grind’ that i don’t want to repeat ever (there’s also that basically-slot-machine grinding of diablo 2, but everyone knows that).

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You are wrong because I never said I don’t play crucible or SR. I vastly prefer campaign and spend most of my time running through the map (all map has to be uncovered, all shrines must be restored and all side-quests completed - completionist’s life) but I also farm SR or Crucible for gear.

Also, not liking something = not existing. We are talking about games here, entertainment. If somebody doesn’t like crucible and doesn’t play it, it might as well not exist for them. Factually the content is in the game, but not for that player. It’s not about choosing playing something or not, it’s about preferences.

This is because you got it backwards. You don’t grind for those measly stats boost, it’s the other way around. You just continue playing the game as always (for whatever reason - getting more gear, pushing SR, beating your records in CR, etc.), while still getting some small rewards.

That’s because paragon levels had some real impact on character’s power.
Personally I wouldn’t mind if the levels would just go up - without any kind of reward. But some fixed (not points you can assign somewhere by yourself) micro rewards wouldn’t break the game.

wasn’t referring to paragon system as bad because of any character impact, it was bad because of infinity pseudo progression - it’s the antithesis someone that isn’t a fan of big grind would want - made worse by doing so without actual content/substance

Hero reaching an endpoint, regardless of leftover content, is just my kinda thing. It’s not even realism related about “reaching your limits” or something like that, but it gives you a more defined purpose and having a final end (goal) to reach can then be a little side game on its own, “this is how i want my character/hero to be(come)” and done.
^leveling is the biggest part of GD i like,
i don’t really care super much for endgame content, optimizing my build to get 5-10seconds faster, or Ravager/Calla kill capable
but either way, whichever content i do, i like that it’s finite, and that if bothered my character would still reach an endpoint where it can’t improve more and can be retired and become part of the annals of heroes that walked Cairn

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yes. in the end, endless grind or pseudo form of it doesn’t appeal to me due to their mostly small rewards to prolong the game while still keeping gameplay balance. unless some new lore or new contents are introduced with it, its not worth pursuing the small rewards.

most arpgs and mmorpgs i know that have some form of pseudo endless grind eventually had to make sequels/spinoff to fresh up their franchise series and invite newcomers/veterans, or it ends through players’ eventual boredom/new competitors.

as a side note, the anime mmorpg isekai maruyama’s overlord kinda highlight this phenomena, where momonga the guild master laments his guild leaving the 12 year old yggdrasil game for real life or other newer and better games. and the dev eventually have to pull out the game because it doesn’t attract new players anymore. i don’t want to be stuck in 1 game like momonga, trapped in past glories and not having the desire to explore new horizons. only grinding to keep up the sense of familiarity.

back to gd. it already had some pseudo endless grind if you want: farming campaign areas/SR/roguelikes for BiS items or double rare greens with best rolled stats. you can even make dozens of characters with unique builds that benefits from your dedicated grinding. thats already endless grind enough for me. if crate had new ideas for gd2’s form of endless grind mode, i don’t mind it if it isn’t forced on the player, i would even welcome it if it gives game breaking upgrades to our characters and some interesting lores/visual decorations.

i think this is a good aspect of GD already
you can reach an end in more ways than one, depending on one’s character criteria
in GD it’s possible to make a relative powerful character relatively decent (timeframe), even SSF
i don’t have to get BiS in every slot to beat ex the SR quest, i don’t have to top min max a build to beat the dungeons - if i can potentially deal with not killing Calla, Crate, no sub 6min crucible etc, then my character can still be “finished”/feel done and be retired for something new

in the recent Diablo2remastered vs GD debate someone mentioned that something D2 did well was item drops, where you could slog through the game leveling and suddenly, finally, you got a rare drop and it felt “game changing”.
Contra that with GD’s now very generous item drops through leveling, and powerful targetfarmable MIs, where your character has a more constant power level relatively uniform throughout the (MC) game somewhat after a certain point.
But, that’s during leveling, so it’s okay that D2 has “grindy” rarity drops (if you don’t just cheese gamble :sweat_smile:), however, it comes back to bite you in the butt 100fold, once you’re “done” casual leveling, and want to start your character’s end goal
because there the grind will sap your will to live. That wonderful sparse drop rate on generic items that made drops feel meaningful through early leveling suddenly becomes a nightmare, as you desperately try to construct your end vision for your Hero, grinding items or runes with a "good luck in hell if you get it in 3years of play"type ridiculous amount of grindy lowball droprates

So, GD might make item rewards feel less meaningful during leveling to some, imo they are still plenty rare for end, but what it does give you is a much better approach/timeframe for that state of “finishing your character” - whichever end criteria you set for it

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why make it so rare? Variety is good, but why should it be locked away behind so much grind?

I am no fan of grind, I am willing to spend a few hours to get the best gear purely grinding and trading, but there is a limit to that. If the ‘few’ turn into dozens or even hundreds of hours, I won’t bother. I never bothered grinding in D2 or PoE because the grind is much too much in those. I basically stopped playing PoE over it before even finishing the campaign.

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