Masters remove crafted mod

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foosis wrote:
Quite a number people you disagree with seem to have put more thought and reason into this than you, and we can all discuss this normally like grown adults.


What is shown here are the typical reasons for players to cheat, rmt and abuse. That is making available stuff that is gated to later stages of the game.

I wonder where the thought put into this is showing for you. Noone of these guys has put thought in the general balance or design of the game. If you wanna call instant gratification "thought" then this might be happening.
Last edited by LSN#3878 on Sep 16, 2014, 11:22:03 AM
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LSN wrote:
Well you can see that as you want but in my opinion in new leagues ppl do not need to instantly be able to max out master crafting mods on their items.


You cant "instantly" max out anything, because you must first level your master to 5 or 6, for the good tier mods (you are facerolling mid-endgame by that time).

Unless you are talking about paying others to do it for you, aka. 'crafting service'. Which you can do already, under the current system, instantly. See the irony?
When night falls
She cloaks the world
In impenetrable darkness
Last edited by morbo#1824 on Sep 16, 2014, 11:22:19 AM
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morbo wrote:
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LSN wrote:
Well you can see that as you want but in my opinion in new leagues ppl do not need to instantly be able to max out master crafting mods on their items.


You cant "instantly" max out anything, because you must first level your master to 5 or 6, for the good tier mods (you are facerolling mid-endgame by that time).

Unless you are talking about paying others to do it for you, aka. 'crafting service'. Which you can do already, under the current system, instantly. See the irony?



Ye but its on the one hand not available instantly in new leagues while lvl6 would be available 24h after league start to alot of players (and therefore service providers). On the other hand fewer item represent a worth that allows you to think about paying a crafting bench fee.
Suggestion:

Instead of allowing low master level mod removal and perhaps having an issue with folks crafting cheap mods prior to regal/exa to increase the chance of a good roll there, instead make it mod replacement. Then at lvl 8 open to mod removal.

That will allow crafting a while leveling by replacing the one mod with better tiers (as the master levels up).
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LSN wrote:

What is shown here are the typical reasons for players to cheat, rmt and abuse. That is making available stuff that is gated to later stages of the game.

I wonder where the thought put into this is showing for you. Noone of these guys has put thought in the general balance or design of the game. If you wanna call instant gratification "thought" then this might be happening.


Not sure how this leads to cheating, rmt and abuse. I certainly don't do any of those things and have presented a solid reasoning for not gating a certain feature.
If you can show how these things are connected without relying only on conjecture and slippery slope arguments, go ahead.

The "thought" I speak of comes from making a mental list of the reasoning in pages 1-9, sorting it by quality and strength of argument, and then ignoring the bottom 80% (which, conversely, is the part you seem to focus on).

For example, I refuted every point/reason you made in your topmost posting on page 9.
Unless you can present valid reasons, your opinion is unreasoned. Of course you can still hold on to it, but don't expect to convince people.
You haven't refuted or even addressed any of the strong points in the idea you argue against (nor the questions I posed to you on the bottom of the previous page), instead opting to hang on to weak arguments from a few cherry-picked (or imagined) people and/or situations.

Of course, we're here just babbling along until GGG decides to return the feedback and maybe offer some kind of explanation.
I'll refrain from meta-discussion from now on in order keep this thread more focused.
lvl 6master TOPS TOPS TOPS TOPS this is insane, make evrything harder to get if anything, considering you can get lvl 6 pretty fast...so can you get 7, its WHAT you must do to get there, endless paying people for missions or finding people to "master farm" even on 820 or what ever, its still just hours apon hours of endless master finding and doing super easy missions for almost no xp, unless maps or haku then ye you just die because who the fuck balanced haku? he is the only one i skip due to insane dsync, whole point is running past mobs but you cant even do that because of how bad the Dsync pathing is i see myself getting teleported evry 2secons because im a lowlife build cast when stunned, i know how to manage getting stuneed thats MY BUILD what i cant manage is how small those corridors are and invisble mobs blocking the way, i cant use a "pass true mobs" pot because my build revolves around my flaskchoice. i guess he is made for tanky builds who run fast only or high mobility builds, but even with leapslam i just cannot do it, there is 0 space to walk.

(oh god so off topic)
hit me up @sarrow lets have fun :D
Last edited by Sawm#7368 on Sep 16, 2014, 12:49:38 PM
Ppl complained that the game is too much about trading and trading is valued higher than actually playing the game.

Now this master grind enforces you to actually play the game in order to access these tools and its still not good. You want everything available at level 1 so that you can sit 20h a day in trade 1 and still enjoy these features? lol



"I work 8 hours a day. Those who have limited time to play wont ever get anywhere in the game"

Sure but how do you want the game to be to change this? Those who put more time into it will always end up being higher/better/further. This is just fair and basically like this everywhere. Try getting good in tennis with playing 1h per week and then complain that those who train 2h per day are getting further than you.
Last edited by LSN#3878 on Sep 16, 2014, 1:49:39 PM
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LSN wrote:
Ppl complained that the game is too much about trading and trading is valued higher than actually playing the game.

Now this master grind enforces you to actually play the game in order to access these tools and its still not good. You want everything available at level 1 so that you can sit 20h a day in trade 1 and still enjoy these features? lol



"I work 8 hours a day. Those who have limited time to play wont ever get anywhere in the game"

Sure but how do you want the game to be to change this? Those who put more time into it will always end up being higher/better/further. This is just fair and basically like this everywhere. Try getting good in tennis with playing 1h per week and then complain that those who train 2h per day are getting further than you.


And THIS. EXACT. PHILOSOPHY. is exactly what's wrong with the game. That by simple virtue of investing more time running the same mindless grind that you get ahead, since so much of the content is gated behind some form of RNG gate (random map drops, random prerequisite (read: build enabling uniques) drops, random currency drops, etc.), instead of by having a decent build that can clear content faster.

If there isn't enough decent content in the game, then let players be satisfied with completing everything you have to throw at them in 20 hours. As I said in my feedback, I didn't quit because I "accomplished everything". I quit because in order to accomplish those last things, I'd have to be bored out of my mind for an inordinately long period of time.

I don't think anyone is arguing "instant" gratification, but no-grind gratification. If you have to run the same map more than once, you're grinding. Grinding is boring. Create well-paced challenges, and accept the fact that if you have a game that has ten hours of content in it, that players will play for ten hours.

To put it into perspective, how long does it take to play through a JRPG, such as FFVII? 40 hours? Maybe 80 if you're trying to achieve everything there is to do in the game.

What about PoE? 40 hours to maybe get one toon to mid-level maps, if that?

The game is waaaaaaaaaaaaaaay too far on the deep end of making players do content that's simply not. Fun.

You want to grind and work away? Go get a job, it'll pay you more than playing a game.
@Ilya:
I disagree.
If you want a 20h adventure with an additional 40h optional content, play Skyrim. Or play PoE without parties and uninstall it after beating Dominus on Merciless.
But the PoE made by Grinding Gear Games belongs to another type of games, pioneered by Diablo. I spent well above 1k hours on D2 in my youth/college.
I view the experience of building a character as a month long process (averaging 5-10 hours per week), fine tuning the build and gear, and having fun cooperating with other people to clear areas in faster or more interesting ways, and also trading (if PoE had a usable trading system ;) ). A fair amount of grinding is expected and even desired.

But all that is not on topic here.
This is about a game mechanic that was announced to help mid-lvl players and enable them to meaningfully craft items without having hundreds of ex in currency (e.g. me, with somewhat below 20 days total /played).
Yet currently, an important part of this game mechanic (mod removal, or rather upgrading mod tiers as you lvl up masters) is only available to high-end players, who don't even need it except to offer it as a service for exorbitant fees to those who do. And these players even don't need the "reroll till perfection" option because it can't access top tier mods.
It seems to me that mod removal was thrown in at the last minute before releasing 1.2 without much thought.
Saying masters are easy to level because "you can go to /global 820" is missing the point. Since masters were claimed to be something for "normal" or even casual players (as opposed to Atziri in the expansion before), people playing solo or in a duo should be the measure stick. Not those who spend 16 hours a day in /820 and rotate quests ad nauseam.

Having some of those end game mods at 8 (like multiple crafted mods) is "fine", but removing a crafted mod should be available much sooner.

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