The Self Found League

You mean like this one? http://www.pathofexile.com/forum/view-thread/310757/page/1

I didn't mean to tread on your turf and only came here from what appeared to be common ground. And, FWIW, I have learned a bunch and actually changed my mind from reading this thread (an internet first!).

ISTM that the two ideas are closely related though and it would appear to be in everyone's interest to raise awareness with GGG that these sorts of leagues would be popular not least as the biggest change they both require is the rebalancing of drops.

I also doubt it's an either/or situation as one presumes this would be implemented by the promised custom leagues and we either get both options or neither.


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Courageous wrote:
The minor possible advantage of a team of players playing together with the express intent of leaving items on the ground for their team mates is a possible reality


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RandallPOE wrote:
You missed out the apart about gear found in a party not being self found


I don't think I did. See the above? Loot has a timer. It would generally be picked up by the original party to which it dropped, except in the case I outlined above. And, to wit:

"People who feel the way you do always have the option to show some self-restraint and not party; this fear of the lack of self-restraint does not justify a technical means of prohibiting others from doing so."

What do you get out of it if others aren't allowed to party, just because you don't want to? I can't see anything, and I doubt there is an argument the devs will accept that solo play ought to have increased loot. No trading as an argument in favor of that? Sure. Solo? I can't see it. In any case, this thread here is for you: Permanent Solo League

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Raechel wrote:
You mean like this one?


Yes. I just noticed you are the author. Good job. And I agree. There is no reason why there can't be multiple leagues in the end.

--C

Last edited by Courageous#0687 on Apr 29, 2013, 1:19:07 PM
Yes I did start the other thread although ironically now that I have read this thread I don't really care about Solo and just want a NoTrade with better drops for crafting league whatever the other rules might be.

But I don't care about ladders and I suspect the distinction is more important for the more competitive types.
Last edited by Raechel#2390 on Apr 29, 2013, 1:31:41 PM
I see. Welcome aboard, Raechel. Officer's deck over that way, go check it out, the view's great. ;-P

--C

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RandallPOE wrote:

You missed out the apart about gear found in a party not being self found - that's a more important consideration for most people I think vs getting more/less loot while partied. I don't understand how partying can be compatible with playing self found.


There is, I think, an equally compelling argument that self found can include loot obtained while partying. If we take it as a given that all members of a party contribute to the slaying of enemies, then it can be argued that their efforts contributed to loot acquisition and that said loot qualifies as self found.

That is the spirit in which I perceive the "self found" title of the proposed league. I'm not trying to take anything away from your point of view, or anyone else who shares it. There are, however, differing points of view that fit into this proposal while still allowing for individual playstyle preferences and not having to bend over backwards in an attempt to suspend disbelief.
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There are, however, differing points of view that fit into this proposal while still allowing for individual playstyle preferences and not having to bend over backwards in an attempt to suspend disbelief.


Well said! I think this league's success will be had from being as inclusive as possible and still achieving the basic league objective. "More stuff to be found! Why? Because no trading!"

I would discuss crafting optimizations for this league as "obviously complementary," although I can't really think of anything except to cite various discussion threads that emphasized a skew towards higher currency drop rates to enable crafting (which is the only use for currency in this league anyway, so that seems fair).

Base drop rates for items, currency, and rare probability: these are details that I think GGG would need to size on. Much earlier in the thread I through out 2X+ across the board, but that's just my gut feeling based on how much one would need to see similar time rate advancement in default if one did not trade. Rather subjective.

--C
The equipment drop rate will be a VERY tricky thing to judge on because of the Manifesto's declaration of the drops changing. They are already planning to make alterations. We might need to see how those pan out before asking for more changes in that regard.

There's also the question of 'how hard should it be'. I'm guessing a lot of people hate Trade because getting items from it is so easy that it's more worthwhile to just sit in Trade than go and hunt. If we remove the trade then make the drops/crafts so easy we get what we want as fast as we did during Trade, did we really gain anything in the end?

There's a fraction of players who like consistency and predictability: killing boss X will yield item Y.

This game really isn't for people like that.

This game is for people who'll do the same area over and again because they know..., a Mirror can drop anywhere, anytime. - CharanJaydemyr
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I'm guessing a lot of people hate Trade because getting items from it is so easy that it's more worthwhile to just sit in Trade than go and hunt.


Nah, it's actually a PITA. The chat channels are a total mess; the only sane way to work it is via poe.xyz.is, which involves surfing through various postings, finding IGN's, and PM'ing. You have about a 1:4 hit rate to a purchase, and there's a substantial delay. Ultimately, you are constrained on currency near the end game, and so nothing really much happens anyway.

I agree that it's difficult to judge what the drop rate ought to be right now.

--C
My personal opinion thus far is that item drop rates are ok as they are. What with IIQ/IIR gear and the bonuses on maps I think there's plenty of oportunities for gear. That's why I mentioned increasing currency drops in order to make crafting a viable option to get the stuff the RNG gods don't deign to offer.

Other opinions may vary.
Loot is fine as it is at the moment playing self found, don't see why you'd want increased drops unless you wanted an easy ride, sure you won't get gear that allows you to faceroll everything quickly but I'd prefer a league that had some longevity.

Currency drops for rolling maps are a pain, but if partying is all good then party up to farm currency, no real need to increase currency drops either.

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