I'm Concerned About the Endgame

Introduction: Setting the stage

For context, I love story-driven games & whilst I generally avoid grinding in games, I’m open to it if it’s well-executed and serves a meaningful purpose.

I’m about to do a deep dive into my major concern regarding the current state of the game: the endgame. I’ll be completely open that I haven’t reached the endgame in my playthrough, so if I miss the mark, do correct me as it may alleviate any worries that I hold.

When I first saw gameplay for the late game I was completely surprised. Builds that allow the player to cheese the game? I personally believe they looked boring. They don’t look engaging and seem like a complete power fantasy. Whilst I understand combat evolves I feel like the pacing is off, which potentially might be a result of the game being in EA. I am fine with progression and the player becoming stronger, but one thing I personally believe is that the game should never get easier; only the player should get smarter. The direction at which the game looks like its heading is that it will lose the personality it had at the beginning of the experience.

Developer Insight: Weapon Diversity and Vision

The game boasts a diverse array of weapon archetypes, including daggers, bows, staffs, clubs, swords, and more. Each weapon contributes to the depth of combat, offering a unique experience to players. Thomas, the Creative Director, emphasised this commitment to quality in a statement:

"Every weapon we add to our catalogue needs to get my stamp of approval - We want all the weapons to have a somewhat unique playstyle and come with a unique rune special.

Ultimately, adding a weapon in Wicked is similar to adding a new character in a fighting game and we’d like to focus on quality over quantity. It’d be easy to just add more models, but I think we’re all better served if every weapon we implement allows players to play Wicked in a somewhat different way."

This commitment to quality over quantity suggests that more weapons will gradually be introduced throughout the game’s Early Access phase and potentially beyond version 1.0.

The Problem: Grinding & RNG

Now that we have established the weapon archetypes and how many weapons are available currently, let me explain the problem with the constant grind & RNG.

During a crucible run, you have a loot pool from which you are rewarded a weapon after defeating the boss. This results in the constant grind of replaying until you obtain the desired weapon. Additionally, you have to contend with the constant RNG, potentially receiving the desired weapon without the desired affixes.

So, in combination with this loot pool of 100 weapons, RNG, and any future weapons to be added, this results in an aspect that can be quite unfair. Some players may obtain desired loot within a few runs, while for others, it may take hours.

Now, referring back to the Wicked Inside Showcase: (https://youtu.be/CQGm48kBjKo?t=227)

“loot in NRFTW is randomized, ensuring that every player has their own unique experience”

While this does make every player’s experience unique, it doesn’t ensure fairness for every player. It may be unfair for some and easier for others, resulting in two polar opposite experiences. This imbalance may dissuade players from continuing to play. To further support this point, at the opening of the game, it was later patched so that players could buy weapons from the blacksmith, meaning that prior to the change, if someone was unlucky with loot drops, they wouldn’t have a weapon.

Note: I could be wrong about that last point, I am pretty sure I heard it somewhere, so please correct me if I am wrong.

Grinding & RNG: Potential Solutions?

Here are some potential workarounds I can think of currently:

  • Allow players to extract or remove affixes from unwanted weapons and transfer them to desired ones, offering more player freedom and reducing the need for constant grinding.
  • Introduce guaranteed unique weapon drops from story bosses to alleviate unfairness. These items could have high requirements, preventing early acquisition of super-powerful weapons and adding a sense of progression and reward.
  • Consider implementing higher drop rates for certain weapons in specific crucibles, offering players a more targeted approach to obtaining desired gear.
  • Implement unique armour blueprints as drops from bosses, adding a sense of reward and achievement for players who have faced that boss. Moreover, it could introduce an exciting element of creating builds inspired by the bosses themselves. (Suggestion By @Ketsi)

Crucibles: Endgame Potential

Firstly, let’s revisit Thomas’ tweet:

I find this idea incredibly fascinating, and I fully support its implementation. Let me elaborate on how it could be utilised, drawing inspiration from Hades’ boons system.

During a Crucible run, players would face waves of enemies in a stage. Upon defeating all enemies, players would be presented with three choices out of these rewards:

  1. A new weapon (Potentially allow for the choice of what archetype?)
  2. Acquire a new piece of gear (Choose the type e.g., pants, helmet, etc.)
  3. Unlocking a new affix (That can be applied to existing weapons & gear)
  4. Level up an existing affix (Increasing the % bonus gained)
  5. Obtain a new rune
  6. Rewarded with a new gem
  7. Receive a new ring

This introduces an element of strategy as players must carefully consider their choices. Then the player must advance to the next stage and repeat the process, akin to the structure in Hades.

Upon completing the final boss within the Crucible, the player could be granted a cursed or unique weapon, adding another sense of reward. These rewards would then be ‘extracted’. However, if the player dies during the Crucible, they would lose the rewards obtained, adding a sense of risk and tension.

Essentially, the Crucible could function as a rogue-lite, as intended by Thomas, while also implementing an extraction-esque element. While this maintains the core aspects of grinding and RNG, I believe this endgame could be more engaging and add further replayability for those who choose to play it.

Conclusion: Moving Forward

Thank you for taking the time to read my deep-dive. I hope it has provided you with a clearer understanding of my current concerns and potential solutions to the issues discussed. Please share your thoughts and opinions in the comments below.

If you enjoyed this deep-dive, be sure to:
- Click on the Vote button at the top left corner of this post :white_check_mark:
- And/Or use the Reply button to share you opinion :speech_balloon:
- And/Or leave a like :+1:
And if you’re interested, check out my deep-dive regarding the three core pillars for level design in NRFTW:

4 Likes

i agree that the affixsystem for gear should be less rng, also it would be cool if bosses drop armor/weapon crafting recipes for cool looking armorsets from the boss. i dont care if they removed random armor drop entirely from chests and enemies if we could craft and buy them from vendors as we proggress

1 Like

I hadn’t thought about that, but it’s indeed a brilliant idea! Implementing unique armour blueprints as drops from bosses not only encourages players to engage with other mechanics such as crafting and resource gathering, but it also adds a sense of reward and achievement for those who have faced that boss. Moreover, it could introduce an exciting element of creating builds inspired by the bosses themselves.

2 Likes

This is one of my concerns as well. Now the story is about to begin, so I think I can safely assume we are somewhere at the 20% mark of the story. However, if I can do stupid things at like lvl 21+ already. Maybe they just wanted to give us an early taste of affixes and how they work since it is EA. I’m going to imagine that enchanting will get a rework. We have ‘‘chipped’’ gems, we can most likely refine them in the future. Maybe certain affixes unlock when you upgrade the enchanting store, there is a crafting table we can’t use.

I don’t think we should focus on the affixes from gear drops, legendaries have set affixes. The values differ so you could argue that you can farm for better affix values, which is fair. But I do think most of the affixes should come from enchanting. Which in turn I think is not finished.

Standard bosses drop specific legendaries and the crucible boss can drop any, as of right now. This leads me to believe that they are an option to farm any legendaries you might have missed early. So we can do a regular playthrough, we get what we get. Farm legendaries, do a new run with a legendary. It does ensure replayability.

I do think that it can become quite tedious if, weapons remain scarce and affixes remain random as it is now. I do sincerely hope we can dismantle gear for recipes and can customize affixes.

I think in order to make the game more, fair, like you mention. We need better acces to white gear and then be allowed to customize it. Farming for hours for a white weapon drop to play the enchantment lottery… I don’t mind farming for resources for crafting of a white weapon or enchanting components etc.

As for the possible solutions:

  1. I agree with the underlying idea of the suggestion, more affix customization/freedom. I do prefer a crafting component to affixes tho.
  2. Here I have to disagree. I think legendaries should remain random. Some of them aren’t that good. And a 100% chance of dropping one on a boss kill takes away from that special feeling.
  3. This could be interesting if you tie the crucible to a certain Tier of gear. To farm gear you haven’t found. Or are planning a new run with specific weapons in mind. I quite like it.
  4. I love it.

Crucible

I haven’t played Hades so I don’t know what to imagine. But reading your description I am thinking of Vampire Survivors which I did play. And I quite like that system. Every run will be different, and you craft your build as you go.

1 Like

Let me just further address this or any misconception. I think that story bosses should have their own unique weapon that are entirely different from the other unique weapons that are currently available. To follow up, to ensure replayability, once the player has already been awarded the bosses unique weapon, on the next playthrough the player will be rewarded a random weapon like any other time.

This is exactly what I meant. Glad you share the same thoughts. :+1:

Follow-up: Addressing the potential criticism

I want to take a moment to address some potential criticism that may arise from my initial assessment of the endgame. Mainly this quote:

“When I first saw gameplay for the late game I was completely surprised. Builds that allow the player to cheese the game? I personally believe they looked boring. They don’t look engaging and seem like a complete power fantasy.”

After consideration, I understand that the content regarding the late-game may not be a clear representation of the majority of the player-base. I for one believe the issue arises that THIS is possible and allows the player to become this powerful via the diverse builds that players can make. I believe it’s almost an exploit in a way. Detracting and loses the personality that the game offers during the opening hours with the fun & challenging yet engaging combat and diminishes it into spamming abilities; this almost leads TOO far into the power fantasy element instead of keeping the souls-like format it had during the opening.

“Whilst I understand combat evolves I feel like the pacing is off, which potentially might be a result of the game being in EA. I am fine with progression and the player becoming stronger, but one thing I personally believe is that the game should never get easier; only the player should get smarter.”

I still believe this and potentially throughout the evolution of EA & beyond my opinion may change as I understand the developers vision more. Some could say to engage with the content at a low level to purposefully make it challenging for myself, whilst to some degree you could be right, I still believe that to be the underlying issue, It seems that the games balance is all over the place.

Afternote

All my opinions aren’t out of any malice towards the game and I truly am supportive and wish the developers luck on their magnum opus. I am just more concerned in which direction the game will go as the end-game looks like any other diablo clone and I truly hope I am proven wrong, but I believe, especially in this stage that I should freely challenge/question which direction the game will go.

After-Afternote

I just wanted to share this with you. Please check it out, it shares the same thoughts that I have tried to express throughout my deep-dive:

2 Likes

You’re actually being sensible it’s so nice in this forum for a change but I will say consider that if you have too much control then the grinding is meaningless. Being able to move affixes between weapons reduces the RNG aspect of the game if you only need like 5 weapons to make a god-tier weapon. Obviously more affixes/enchantments will come by as more of the game releases but my point still stands that even if it’s without malice you’re trivializing the excitement of finally getting a good drop. If you did this to every looter shooter, looter dungeon-crawler, how is anyone supposed to engage with the gameplay loop itself?

It’s just about finding a balance, ensuring players engage with all the systems available but also ensuring that players don’t feel like the game is a grind.

If it feels too grindy or if too many mechanics are revolved around the aspect of RNG and grinding then it’ll just all feel like a chore and could detract from the main experience.

It assumes that all the RNG present in the game now is a good idea in the first place.

There is already some discussions about it around the forum including this one.

My mind is not made up on this one yet.

But it’s a good thing that discussions are ongoing about it.

I’m used to the grind of RNG in ARPGs but they at least give some control over putting your items together. That being said, this game is missing that but I don’t doubt we’ll have some tools in the future to improve this.

This is where our experiences are different, this is my first ARPG so my opinions are gonna be different to someone who has played countless ARPG’s.

This doesn’t mean that one of us are wrong, it’s just that we share different opinions on how systems should work.

1 Like

I just wanted to say that I enjoyed reading your OP and follow up @Astont36

Especially the follow-up about the endgame.

For me this is my 2nd ARPG, my first being Titan Quest in which I have like a 1000 hours.

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Thank you for your reply. I made this post to express my opinion to others and hopefully some of these worries are also shared by many of the community, and for those that don’t share my same thoughts then I also wish to hear their opinions.

I do think this is an unavoidable issue though. As they add more to the game, the higher the probability that something breaks. It will depend on how well they follow up with their tweaking to affixes; it’s still EA after all. I’m also gonna assume that affixes are where most issues will come from.

I don’t mind swinging my greatsword like I don’t care at some mobs. Maybe some I need to be mindful of 1 or 2 things. But for bosses I’d like it if I had to adhere to their mechanics, and maybe find 1 or 2 clever ways to deal with like a mechanic. But, not completely overriding any mechanic.

I’d prefer to boss fights to remain soulslike as well.

I am curious to see how they will handle the infinite rune focus gain loop though.

1 Like

The problem with this statement though is that whilst this game was heavily marketed to be a souls-like in appearance via combat. We aren’t entirely sure on the direction they are planning to go. From what I could gather is that they want precision-based combat with every attack having weight behind it, but it’s pretty clear that they don’t want the game to be a Souls-like or Diablo-like so it’s kinda hard to understand what direction they plan to take it.

For those that haven’t checked out the interview featuring Thomas & Gennadiy where they said that: https://youtu.be/CFDa0dmh3XA?t=760