The current game design incorporates several elements that detract from the overall enjoyment of the gameplay experience.
- These include the ultra-low drop rates for untradeable uber-unique items
- the high cost of gold required for rerolling
- the sparse mob density even in Hell Tide
- the limited presence of elite mobs in Nightmare Dungeons
- the absence of improved drop chances for higher Nightmare tiers,
- the excessive cost of item rerolls
- and the extremely low drop rates for specific aspects such as Aspect of Exposed Flesh.
- inventory/gem/sigil space, useless affix, Etc, too many unfun element to list down
Moreover, the game’s expectation for players to restart with a new character every three months and repeat this cycle can lead to a sense of monotony and lack of fulfillment.
Instead, it would be more beneficial to prioritize making the game consistently enjoyable and rewarding. By doing so, players would be incentivized to return every three months to experience even greater levels of fun and engagement.
By addressing these issues and focusing on creating a more immersive and rewarding gameplay experience, players would be motivated to continue playing and investing their time in the game.
This approach would establish a positive cycle of player retention and satisfaction, fostering a sense of anticipation and excitement for each return to the game every three months, rather than feeling compelled to engage in an unfulfilling and repetitive cycle.
UPDATE
After giving it some thought and considering the feedback from others, I’ve reached the conclusion that arpg are inherently built around endless grinding, similar to MMOs and multiplayer games that I’ve intentionally avoided for the past 15 years.
This style of gameplay simply doesn’t align well with players who have families, jobs, and other responsibilities. As a result, I’ve decided to approach the game differently and focus on enjoying the seasonal experience by playing on and off throughout the three-month period.
it’s good to see that Blizzard is making some improvements to the game’s quality of life, even if it’s a bit slow, based on player feedback.
Taking another look at D2R and considering the available mods, it appears that the same issues persist. The difference is that these problems can be tackled and resolved through the use of mods.
I’m genuinely excited about playing each season and simply having fun. However, this time around, I’ve made up my mind to steer clear of the never-ending grind.