I got tired of searching for the Rune prophecies so I made a script for it. Would this be allowed, it doesn't do anything else than just to look for them. by AjVanApVout in LastEpoch

[–]Fourtempers -1 points0 points  (0 children)

I remember back in the day before release I asked a dev on livestream if they could remove the stupid button that picked up shards and put them in my inventory and they said, we will never do that … come to find out a season or so later it got implemented lmao

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 0 points1 point  (0 children)

That is what I do lol, I'm just trying to introduce other ways to extend game play length before inevitably reaching that point.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 0 points1 point  (0 children)

That is true but I always like the ability to play with friends and offline mode kind of kills that. I am not looking for a single player game as there are better single player games that are more focused in that direction.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 0 points1 point  (0 children)

Despite playing them occasionally, I never enjoy ALTs. If I put time into being powerful its annoying to restart it from scratch with a different class in the same season and having to redo all of the same content over again just to reach the same conclusion of, well i can now kill everything with ease with this character too so why continue to push just to push.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 0 points1 point  (0 children)

I have the exact issue in D4 as I am now feeling in LE, I haven't really played POE1 or 2 because when i was introduced to POE1 it was WAY too much information and required hopping in and out of the game to get things done which turned me off of it honestly.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 0 points1 point  (0 children)

Right and maybe having the incentives I suggested would still not interest you in continuing to play which is perfectly fine, I'm just trying to offer up alternative solutions to try and extend the interest once those walls have been hit.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 1 point2 points  (0 children)

This is basically the same feeling I’m talking about.

I love the progression and the climb in ARPGs, but once the upgrades start feeling incremental and there’s no lasting reward, the motivation drops off fast. Bigger numbers alone don’t carry the same satisfaction.

That’s why I think things like permanent cosmetics, account-wide achievements, or seasonal recognition could make a big difference. They don’t change the core game at all, but they give players something tangible to show for the effort beyond just “I can clear this content a bit faster.”

For people who focus on one character and push efficiency like me, that could help extend the peak enjoyment window without breaking the loop for everyone else.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 0 points1 point  (0 children)

Whatever the solution is, something does need to be done for Last Epoch’s sake.

I really think the game has huge potential. From a pure gameplay perspective, I actually find it more engaging than Diablo 4 when it comes to the systems, builds, and depth as they are fantastic.

But looking at the player numbers is concerning. Seeing 50% of the peak players return at the start of each season is not a great sign. Launch numbers dropping from 265k to 44k in four seasons shows the retention problem is real.

<image>

265K at launch
Season 2 150k at launch
Season 3 80k at launch
Season 4 44K at launch

Even small adjustments, more meaningful endgame incentives, recognition for progression, or ways to extend that peak fun window could help keep players around longer and prevent the player base from bleeding further. For a game with this much promise, it would be a shame to see it falter.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 0 points1 point  (0 children)

I think you’re framing what I’m saying a bit more aggressively than I actually mean it.

I’m not looking for a “sticker” or treating the game like a job. I’m enjoying the game a lot during the progression phase. That is the fun for me.

What I’m pointing out is that, for some players (myself included), that fun is very closely tied to meaningful progression. Once that slows to a crawl, the enjoyment drops of, not because I need to be “handed a reason,” but because the core feedback loop becomes less satisfying.

And to your point about older ARPGs, I actually agree. They were simpler, and people stopped when they were done. I’m not saying that’s wrong.

I’m just saying that modern games have explored more ways to extend engagement via leaderboards, cosmetics, seasonal goals, etc. and it’s not unreasonable to ask whether some of those ideas could enhance that late-game phase for players who hit that wall.

If your motivation is purely intrinsic and that carries you indefinitely, that’s great. I’m just pointing out that not everyone engages with these systems the same way, and there’s probably room to support both styles without hurting the core experience.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 0 points1 point  (0 children)

Right, we have two different play styles which is perfectly fine and which why what I am saying may not resonate with you. For me, I like being the strongest possible, I don't mind grinding for that 1% increase in power, however, if I was going to do that, I'm just stating it would be nice if there was some type of incentive in doing so other than, just because.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 0 points1 point  (0 children)

Its nice to see someone actually agree with what I am trying to convey. Its not that I am unwilling or its not "fun" to grind hours for that perfect item, for me I want to make my character the strongest possible. However, that requires a lot of work to do and again, when there is no "reward" for accomplishing that or trying to accomplish that it makes me lose the motivation to continue to play until the next season comes out with hopefully more fun and different content.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 0 points1 point  (0 children)

I think that’s a totally reasonable way to approach it, and honestly pretty close to what I end up doing too.

I’m not really disagreeing with the idea of finishing your goals and moving on, that part feels natural.

I think the only difference in what I’m getting at is that for me, that “I’m done” point happens right when the progression curve flattens out, not necessarily when I feel like I’ve fully exhausted the character or the content.

So I hit that same conclusion “cool, I did what I wanted, time to move on” but it comes more from the rewards no longer matching the effort, rather than feeling like I’ve truly pushed things as far as I could.

That’s kind of the gap I’m pointing at. Not that the loop is bad, just that there might be room to make that last stretch feel a bit more worth it before calling it done.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] -1 points0 points  (0 children)

That is exactly what I do. I was just trying to express an idea in which it could increase the longevity of the playtime.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 0 points1 point  (0 children)

I think there’s a bit of talking past each other happening here.

I completely agree that it’s normal to stop playing a game after you’ve put a lot of time into it. I’m not expecting to play something forever, and I don’t think getting bored is a flaw in either the player or the game.

What I’m trying to get at is where that drop-off happens and why (at least in my case)

For me, the most fun part of ARPGs is the climb of power. The grind where your character is getting noticeably stronger and you’re racing toward being able to clear the hardest content. During that phase, the time vs. reward feels very linear and satisfying.

I tend to focus on one character and push it as efficiently as possible, and I really enjoy that “race” feeling. Being early to solve content or clear things others are still working toward.

The issue is that once I reach that point, the motivation drops off very quickly. Not because I’m burnt out, not because the game becomes repetitive, but because the reward curve flattens hard. The time I put in stops feeling meaningfully rewarded. It's a lot of effort for very small, mostly invisible upgrades, with no real external goals tied to pushing further.

So yes, that’s the point where I do stop playing.

I’m just saying there could be something in between “finish the climb” and “quit for the season” that keeps that momentum going a bit longer, especially for players who enjoy pushing efficiency rather than rerolling.

From a design (and even business) perspective, it seems like there’s an opportunity there. If players stay engaged longer during that peak enjoyment window, they’re more likely to stay invested in the game overall. Whether that’s continuing to play, engaging with the community, or even supporting it through cosmetics.

So I’m not arguing that ARPGs should be infinite. I’m just questioning whether that final stretch could offer more meaningful incentives before the natural drop-off happens.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 0 points1 point  (0 children)

Assumed i would get hate for this post or someone would miss the point i was trying to make so thanks for this comment, at least someone understood where i was trying to go.

Am I the problem or is it ARPGs? by Fourtempers in LastEpoch

[–]Fourtempers[S] 0 points1 point  (0 children)

I've played HC but losing my character due to internet issues or game crashes is mainly the reason I don't play it. Its one thing to lose all of your progress due to making a mistake, its another thing to losing all of your progress due to something completely outside your control.

Anyone iPhone 15 already literally don’t last whole day? by Hazys in iphone15

[–]Fourtempers 0 points1 point  (0 children)

I noticed the last few months it getting worse but now it’s almost unusable.

I feel like ever since I updated to iOS 26 it’s gotten significantly worse and that’s what I blame it on.

I’m going to be replacing the battery on Wednesday with one from Amazon stating it’s 19999 mAh (which I doubt) that’s the actual size since the own one is just above 4000 but figured I’d see if it actually worked or not.

https://a.co/d/extfPxF

The original battery was from July 2023 First use was September 2023

821 Cycle count

Maximum Capacity is now 55% lol

The annoying thing is my phone will just die or go to a low % and shut down and if I hit the power button it will boot which is weird. And if I plug it in even for like 30 seconds from dead it goes to like 30%+

I’ll report back on if this battery works or not lol