Original Post — Direct link

I saw a interview from devs that there's no plans for skip campaign.

I don't mind to play again in each "cycle" (seasons)

However, it's very tedious and not fun play all over again, after finishing once and start with another class.

In my honest opinion, the campaign is OK, but forcing the players to play from start to reach the end game, it's not fun at all.

I saw that some ways to do it, like power leveling with a friend in monoliths....

I hope the devs re-thinks about this end game situation, a option to skip campaign for players that finished the main campaign will be very welcome.

cheers.

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7 months ago - /u/ekimarcher - Direct link

The line is that we don't plan on adding another system to jump through the campaign. We do however plan to improve the first tier of each dungeon and how it fits in as a campaign skip tool.

You can also just jump to the end game if you're playing multiplayer.

7 months ago - /u/ekimarcher - Direct link

Originally posted by crashknight101

Is there plans on making idol slots easier to unlock ?

No but it's like a dozen side quests for all the unlocks you need. I don't think that's unreasonable at all.

7 months ago - /u/ekimarcher - Direct link

Originally posted by crashknight101

Just hard to know which side quest to do

I expect you already know this but just in case, if you open the map panel, it shows you the reward of each quest. There are more quests which can unlock passive/idols than there are passive or idol rewards available. You can see your progress for those in the bottom left corner of the map panel. You don't have to complete all the side quests, only the convenient ones along the path through the campaign that you choose. We intentionally put them in convenient places, even if you do skip sections of the campaign. You can find leveling guides that will give you optional routes on sites like maxroll.

7 months ago - /u/ekimarcher - Direct link

Originally posted by LeMonarq

Unfortunately, you can't bend reality to suit your narrative. That's simply not how it works.

It's a clear majority, borderline unanimous, asking for idol slots to unlock on alts. Why are you hell bent on repeating the same dozen sidequests over and over? What enjoyment does that bring to the experience?

As far as D4, you're referring to the most miserable community on reddit that complains about everything. Even they widely regard campaign skip as a great feature. If you're so insistent on repeating content, nothing is stopping you from running the campaign again. Those who would rather skip it, can skip it.

Try brining a stronger argument to the table next time, if you're going to waste my time being a contrarian on such petty issues.

This information directly contradicts the data we have collected. If you can submit your findings, with sources, I would be happy to look into it.

7 months ago - /u/ekimarcher - Direct link

Originally posted by Datmisty

I find it very hard to believe that people enjoy redoing quests in order to unlock item slots. But I will say it's more reasonable of a task than PoE's necessary quests for reroll.

I find it hard to believe that a group of gamers can agree on much at all so having a "borderline unanimous" anything sets off alarm bells of skepticism for me.

7 months ago - /u/ekimarcher - Direct link

Originally posted by LeMonarq

What a weird hill to bleed out on.

I find it odd that you would be bothered by the idea of players having the option to skip sidequests they don't want to repeat for the 6th time.

I find it significantly more odd that you would pretend it's a data driven decision.

I apologize for being unclear. We have designed the game one way and then the feedback we have received with regards to that design have not followed borderline unanimously negative from what we have seen.

7 months ago - /u/ekimarcher - Direct link

Originally posted by LeMonarq

Then let's see the data you collected. Hopefully you're able to back up the strongly worded statements you're throwing around.

Logically, it's pretty simple to determine the best way to handle this clash of opinions.

Scenario A: Sidequests are mandatory to unlock idol slots for all characters. Those who enjoy repeating the quests will approve, those who don't enjoy repeating the quests will disapprove.

Less than 100% of players get what they want from Scenario A

Scenario B: Idol slots are unlocked across all characters. Those who enjoy repeating the sidequests can still do so. Those who don't enjoy repeating the sidequests can skip them.

100% of players get what they want from Scenario B

Sorry but burden of proof on this one is in your court. Also I asked you first. Also, I disagree that saying something is not borderline unanimous is a strongly worded statement.

Edit: I also just want to make sure this is clear. I'm not saying that it's wrong to make the idol slots unlock for all characters, rather, I'm saying the reasoning that almost everyone agrees with you is unfounded. It might be the right thing to do. It's a debate that can happen, not a forgone conclusion that we are just being stupid or malicious or something.

7 months ago - /u/ekimarcher - Direct link

Originally posted by LeMonarq

Apology accepted, but it seems you're focusing on semantics here to avoid the main topic.

I invite you to poke holes in the logic from my other comment. Perhaps there's something I'm overlooking that can justify the dev resistance to adding a frequently requested feature, which I've never seen anyone argue against in the comments. That's where the "borderline unanimous" comment came from. Full support and no resistance, from the community.

Scenario A: Sidequests are mandatory to unlock idol slots for all characters. Those who enjoy repeating the quests will approve, those who don't enjoy repeating the quests will disapprove.

Less than 100% of players get what they want from Scenario A

Scenario B: Idol slots are unlocked across all characters. Those who enjoy repeating the sidequests can still do so. Those who don't enjoy repeating the sidequests can skip them.

100% of players get what they want from Scenario B

I'm not going to be able to let things slide that are exaggerated to prove a point in a debate on the topic. The comment that started this was in reply to someone providing resistance so I don't see how it could be true that you've seen no residence. I don't know how to debate the topic without pointing these things out. Because if I just let them slide, it's like I'm agreeing with them. So I'll try really hard not to any more.

I think the main logic holes sit in that sometimes people want things that they don't know will make the whole experience less fun and that the burden of optional play can pull people out of their desired gameplay patterns.

People generally like taking more varied activities to do. Removing one of those activities will result in doing other activities more. We have been working really hard to add more activities to the game, not take them away. If we were to remove this activity, I think that many people would probably not realize why they are enjoying leveling a new character less but I bet they would.

If someone really enjoys having those side quests as part of the leveling routing puzzle and we take that element out of it, they will just take the new optional route and skip it entirely. This takes away from their fun so not 100% of players get what they want from scenario B.

Also, they aren't the same quests every time. Not only have we already shown that they can (and I'll tell you right now, will continue to) change as we update the game, there are more quests than you need so you can do different quests each time through the campaign.

I have recently been trying to figure out a more dynamic alternative to these quests to do the unlocks at end game. One idea I saw recently was to have the option to give the option to get a passive or idol quest reward if you forego your blessing reward at the end of a monolith. It still makes you earn them and makes you give up another thing to do so but you don't have to side track to get them and you get another interesting decision out of it. This hasn't been debated in a game design at all but it was a suggestion I saw somewhere that I liked.

I want to make sure I say that this is not a closed decision. I very much appreciate your feedback on the topic.

7 months ago - /u/ekimarcher - Direct link

Originally posted by Newphonespeedrunner

If skipping the idol quests are more effecient then I'll do that, it would negatively effect the game and I'd rather them make the campaign play better as I said.

Game feel is by and far the biggest complaint I've seen it just seems like campaign skippers are very loud probably feel bad with their 9 kids 3 wives 2 dogs and 3 wives boyfriends they feed

Well I just used this same logic in another response so I think it's sound.

Edit: if you want a term for it, it's called the burden of optional play.

7 months ago - /u/ekimarcher - Direct link

Originally posted by LeMonarq

Firstly, I'd like to commend your attention to detail, especially in pointing out 'residence' instead of 'resistance.' It's these little quirks that make our conversations delightfully engaging.

While I understand the sentiment of not wanting to remove activities from the game, the core issue here isn't about removing them entirely. The overwhelming request has been to provide the option to skip them on subsequent characters after completion once. It's about respecting player time and ensuring the gameplay remains enjoyable, rather than turning into a repetitive chore.

Your point about players desiring a variety of activities is well-taken. Yet, paradoxically, by not allowing the choice to skip sidequests, you're actually forcing a specific gameplay pattern onto them. A true variety comes from having choices – not just in the activities available, but in how one chooses to engage with them.

Furthermore, the assertion that players would enjoy leveling a new character less if given the option to skip sidequests is, with all due respect, speculative at best. It seems counter-intuitive to assume that players who have specifically requested an option to streamline their experience would somehow enjoy it less.

The dynamic nature of the sidequests is appreciated. But the liberty to choose different sidequests each playthrough is, in essence, already a choice. Why not extend that choice to skipping them entirely for those who've had their fill?

Your proposed alternative sounds intriguing, but it seems like a solution to a different problem. The primary feedback is about streamlining repeated playthroughs, not about adding another layer of decision-making.

I'm glad to hear the decision isn't set in stone. A responsive dev team is always a pleasure to engage with. Here's to hoping that the eventual decision factors in the heart of the community's feedback.

I'm just making dinner for the family so I'm going to have to pick this up later, I won't forget.

7 months ago - /u/ekimarcher - Direct link

Originally posted by LeMonarq

Firstly, I'd like to commend your attention to detail, especially in pointing out 'residence' instead of 'resistance.' It's these little quirks that make our conversations delightfully engaging.

While I understand the sentiment of not wanting to remove activities from the game, the core issue here isn't about removing them entirely. The overwhelming request has been to provide the option to skip them on subsequent characters after completion once. It's about respecting player time and ensuring the gameplay remains enjoyable, rather than turning into a repetitive chore.

Your point about players desiring a variety of activities is well-taken. Yet, paradoxically, by not allowing the choice to skip sidequests, you're actually forcing a specific gameplay pattern onto them. A true variety comes from having choices – not just in the activities available, but in how one chooses to engage with them.

Furthermore, the assertion that players would enjoy leveling a new character less if given the option to skip sidequests is, with all due respect, speculative at best. It seems counter-intuitive to assume that players who have specifically requested an option to streamline their experience would somehow enjoy it less.

The dynamic nature of the sidequests is appreciated. But the liberty to choose different sidequests each playthrough is, in essence, already a choice. Why not extend that choice to skipping them entirely for those who've had their fill?

Your proposed alternative sounds intriguing, but it seems like a solution to a different problem. The primary feedback is about streamlining repeated playthroughs, not about adding another layer of decision-making.

I'm glad to hear the decision isn't set in stone. A responsive dev team is always a pleasure to engage with. Here's to hoping that the eventual decision factors in the heart of the community's feedback.

It's just auto correct and not bothering you proof read because I'm trying to wrangle a toddler.

I'm not going to go into specific semantics as requested. I do not agree with some of the statements as presented. The only way I could refute them is to just say the opposite thing though so I'm not sure how far that will get.

I don't think this is an issue of respecting player time. If you want your character to get stronger, you have to earn those increases. If each quest took hours to complete then I would agree with you. They however only take a few mins each to complete. Some of which happen almost accidentally as you play.

Additionally, one of the big things that these quests do is give you exciting rewards while leveling. We need more, not less variety in quest rewards. Taking these out would remove (I think) 40% of our quest reward types.

I think the burden of optimal play to take the fastest path available has a bigger impact than you are acknowledging here. Someone described it to you in another comment from a personal recounting without knowing that's what they were describing. We see it manifesting very frequently and take care to avoid it having a bug impact where we can. Giving players the choice to skip something is, for many players, the same as just removing it. Even if they enjoy it, they enjoy being optimal more.

The suggestion that I recounted from another player would have included not needing to do those quests because you could get the rewards from them in the end game so it does do what you are asking for. It just doesn't remove the decision of "should I do these side quests or not". Instead it gives another reason to choose to do them or not.

Currently, it's sounding a little to me like the side quests to get passives and idol slots are not interesting and fun enough. Maybe some more spectacle and/or challenge might increase the awesomeness.

7 months ago - /u/ekimarcher - Direct link

Originally posted by LeMonarq

While it's often tempting to put stock into all forms of feedback, it might be prudent to weigh the credibility of contributors, especially when their responses might be slightly less than articulate or perhaps fall victim to more than just unfortunate autocorrect mishaps ("alot"). I'll move on.

Reflecting on the unlocking of idol slots, although there are ample wow moments within the game, these particular unlocks might not carry the same palpable impact when unlocked individually. An alternative perspective - providing a notable power spike through instant access to all idol slots for new characters, still honors the player’s initial efforts and maintains the spirit of earning rewards.

The monolith compromise seems fair enough. Integrating idol slot unlocks with more enjoyable content solves the core issue. Although sidequests provide a novel experience initially, their allure can wane in repeated runs, where the enticing call of the endgame beckons louder.

Thank you for keeping the channels of communication open and valuing the array of perspectives from the community.

Thank you for valuing the array of perspectives from the community too.

7 months ago - /u/ekimarcher - Direct link

Originally posted by Acedin

Thanks for wrangling the screaming toddler in a calm and collected way. The way he behaves he didn't deserve it, you did put in the time anyway. Thank you.

:)

7 months ago - /u/ekimarcher - Direct link

Originally posted by Plebbit-User

Although I applaud you for sticking by your design, I come from another game that hid behind "data" and I always hated that because those were bad decisions and the consensus against them was enormous but we were always told "prove it".

As if the user is supposed to justify their positions as if they're a research firm. If you're gonna cite data, you should be transparent with it. Not particularly invested in the campaign skip though I would like for idol slots to be a one time thing for the sake of rushing campaign which is already an ordeal seasonally.

I would just hate for this lack of transparency to be used as a fallback position on a subject I care more about.

Please do not misunderstand me. I am not saying that this is the way it is due to data at all.

What I'm saying is that there is no way the other user can have the data they claim and that fake data can't be used to railroad other users into agreeing with them.

If it was an overwhelming majority and borderline unanimous, this thread would look extremely different and would be up voted into space by now.

The feedback is mixed on the topic and through reason, not force, will things like this be decided. This system is the way it is because we sat down in a meeting and decided this was the way it was going to be.

We read a ton of feedback and if the feedback on anything is borderline unanimous (spoiler alert, almost nothing is) it goes directly into a design meeting topic. We also frequently make sure to discuss hotly debated topics, regardless of community feedback sentiment solidarity. I think that there might be some misconceptions about how those meetings go, like nobody internally is championing some position or something. We very rarely go into a topic where everyone agrees. Even when that happens, we make sure to check community sentiment to see if we should be considering another stance.