健康是福永萍    发表于  昨天 17:38 | 显示全部楼层 |阅读模式 10 5
I’m a total veteran of ARPGs—played far too many to count. There’s the Diablo series, its spiritual successors (Titan Quest, Path of Exile, Lords of the Fallen, Last Epoch);

Older ones like Mage Knight 2, Lionheart: Legacy of the Crusader, Dark Samurai, Blade of Darkness;

Domestic titles such as Hellgate, Qin Shang, Sword of the Immortals, and South Korea’s Demon Sealer—so many obscure ones you’ve probably never heard of.

I’m obsessed with top-down ARPGs, and I’ve beaten every game listed above. The first playthrough—with its exploration and character growth—is always fascinating. But after that, grinding boils down to the same loop: getting better affixes on my character’s gear, optimizing numerical builds to perfection, while the difficulty, mobs, and bosses just get their stats inflated exponentially in return.

In this case, I personally find multi-playthroughs overly repetitive. Without the drive of gear trading or a compulsive collection habit, I lack the motivation to “grind.”

Once my Build (BD) is more or less finalized, the only things keeping me going are taking down the final-difficulty boss or claiming all season rewards—and then I’m done with the game (A/FK).

Yet there are people who grind for thousands of hours: opening the game every day, repeating the same cycle, with maybe a 0.1% improvement at best each day.

It feels like they’ve turned the game into “postgraduate exam prep” or even “a 9-to-5 job,” doesn’t it?

Maxing out Paragon levels and gem tiers, forcing themselves to push Greater Rifts to Tier 150—no matter what.

While everyone else plays the “meta builds” of the patch, I dive into niche BDs. From conceptualizing to finalizing the build, then thinking, “Hey, I can share this BD now!” And seeing a flood of players in the comments asking to “copy my homework”? That gives me a secret little thrill.

Grinding for gear feels like the “next piece” is always better; crafting gear is a total crapshoot—either you get the perfect roll, or it’s a complete dud.

Then there are the “meme players” who hunt for glitches to get easy wins (“wheelchair carries”/cheese strats), and Hardcore mode players showing off their skills and chasing that adrenaline rush. It’s all about mastering the game, and it’s enough to fuel anyone’s sense of conquest.

I think I get it now! At its core, this is just the difference between choosing “casual difficulty” or “masochistic difficulty” in a game.

Some people savor the magic of the first playthrough; others get hooked on pushing the game’s systems to their limits. There’s no right or wrong—just different ways to play.

#NostalgicGames #UltimateGamingExperience #GameDesign #Diablo #ClassicGames #DiabloIV #POE2 #LootGrinding #GameRecommendation #ConsoleGames #GameDevelopment #SinglePlayerGameRecommendations #PopularGames #GameSharing


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曾经那一抹阳光    发表于  昨天 17:38 | 显示全部楼层
The Fire Multishot in Diablo 3 is the most thrilling. I haven't found anything as 爽的 as it so far. Neither Last Epoch, nor Path of Exile, nor even Diablo 4 can match it. Ancestral Hammer is far inferior to it in comparison.
Selena    发表于  昨天 17:39 | 显示全部楼层
曾经那一抹阳光 发表于 2025-9-29 17:38
The Fire Multishot in Diablo 3 is the most thrilling. I haven't found anything as 爽的 as it so far. ...

No other game really captures that shotgun-like firing feel. Back in Diablo 3’s Auction House era, Act 2 on Hell difficulty was truly like playing Contra—intense and unforgiving.
Mara    发表于  昨天 17:39 | 显示全部楼层
For me, there’s one thing that has always drawn me to games like these (and not just this specific type): it’s the visual changes to equipment—like how in the classic Knights of the Round Table, your gear’s appearance would update every time you leveled up; or how in Sword of the Seal: Demon Slayer, embedding different gems would alter your equipment’s look; MU Online was the same way, and so were many other games. What’s more, these changes also modified your combat experience to some extent.

Oftentimes, the primary way to unlock these changes is through looting from monster grinding. I wonder if other players feel the same way: the most exciting moments are always the first time you get a unique piece of equipment, or the first time you learn a new skill and put it into practice… To sum it up, new things are always appealing. The thrill of grinding also comes from chasing these varied changes through loot—you’d never feel motivated to grind, nor get any satisfaction, from repeatedly dropping the same item over and over.

For a game, the key to being fun lies in creating a sense of "achievement" for players through different means.
Laina    发表于  昨天 17:40 | 显示全部楼层
Mara 发表于 2025-9-29 17:39
For me, there’s one thing that has always drawn me to games like these (and not just this specific  ...

我完全同意,新鲜感以及变强变大变酷炫,就像后期一地光,也没有十几级时蹦出一件暗金的感觉
Elizabeth    发表于  昨天 17:40 | 显示全部楼层
卧槽,终于找到玩过地狱门的玩家了,这个游戏知道的人真不多,但是我当年玩的为什么是日文版呢
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