Intermittent Reinforcement

No "comprehensiveness"? :)

I think you thought this title real good, to minimise the chance it will be (partially) copycatted around the forums :P
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Undon3 wrote:
No "comprehensiveness"? :)

I think you thought this title real good, to minimise the chance it will be (partially) copycatted around the forums :P


"Game needs more Positive reinforcement"
"There's too much negative reinforcement"


Got nothing for intermittent but I'm sure someone will latch on if this thread gets 20k views.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
bump before bed then I let it float away.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
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Uvne wrote:
Spoiler
While I realize my preferences here may well be in the minority, I don't like the looting aspect of ARPGs at all. I view the RNG-based gearing as an annoyance that has to be put up with, likely due to the lineage imparted from roguelikes being misapplied.

Here's what I mean-- roguelikes are designed around far shorter play sessions, but have a similarly heavy basis in randomly generated and rolled content. The difference is in how it is used. In a standard roguelike, it seems that by and large the intention is to thwart your original race/class intentions and force you to be adaptable. For the same reasons, games like Tetris or poker would be non-functional without high randomization; they would devolve into the memorization of a series of moves and the game would disintegrate. Skill at the game *is* knowing as much as possible about the combinations the game can throw your way and how to manage both good and bad luck. (I believe that the PoE short-races, especially solo, get this mostly right.)While the unlikely successful run of a roguelike will always involve some alignment of luck, it won't happen without a high level of knowledge of the game and clever use of mechanics. In a lot of cases, Diablo-descended ARPGS manage to capture this RNG design goal.

In other cases, they don't. The OP suggests a wholly different usage of RNG, and one that unfortunately has become accepted as a norm. Somewhere along the way, the ARPG became synonymous with "addiction," "gambling," "Skinner-box," and all sorts of other things that in daily life one would consider a pathology. (Check out the Rowan Kaiser article on why Diablo 3's loot system fails for an implicit acceptance of this supposed fact.) I suppose some of this is inevitable when you extend the duration of a character indefinitely and introduce a player-economy, since a high degree of scarcity is required to control inflation, which results in a form of partial reinforcement. I don't know how much of this is intentional on the part of GGG or any other developer of a "loot-driven" RPG, but giving advice on how to perform the addiction function better, rather than alleviate it, runs counter to every intuition I've ever had about good game design.


I know that partial reinforcement is used and abused in a lot of games, particularly the F2P social game market and MMORPGs. For some, this may be the actual appeal of the game, but I'd wager that based on the way GGG bills the game in their own media, that isn't the main goal here, even if the prospect of luring and retaining players through exploitative means is strong. For my part, I play to tinker with builds and find different ways of tackling increasingly difficult content. While I don't claim immunity to the above psychological mechanisms, continuously treading out mobs to see what loot they spew out isn't the defining factor for me. For the most part, it seems like the function of RNG in throwing builds curveballs is lost when you have the ability to select between thousands of other RNG pools via a player economy. To be honest, I'd much prefer a game with no loot drops and no grinding at all, replaced it with deterministic vendor and crafting-based gearing. I just want to speak for a small contingency who prefer to think of PoE like chess rather than pachinko.




Just wanted to +1 this. It's a bit odd to see a gamer describing variable reinforcement schedules in positive terms. I mean, this is the sort of shit that Zynga and similar companies are justifiably lambasted for. Moosifer has still made a valuable post here though as he has accurately described the whole concept.
I agree with you, the game needs a global update to solve it flaws (I see nearly all issues posted on this forum related one to each other)
The weakness of many builds/passives in addition of hard hard mobs are 2 key points that you pointed out many times. If we were just be able to grind a litlle bit faster, and so looting more items/currencies, the chances to get one usefull would increase.
up
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
I agree on all points.

These days, when I'm mostly switching between my characters back and forth, I'm constantly annoyed by the feeling "if I progress, my gear will not keep up". That's around levels 30-60.

As Moosifer pointed out, the gear progression is just so bad at those levels. Elemental users have it easier, because you can roll elemental mods on *so many* pieces of gear.

Physical? Oh boy, if you don't have a godly weapon/unique for this given level, you're screwed. And also, prepare to need another one in a few levels.

Of course, I'm not really "trade" player. If I could find the equipment I need on the trade chat, and do so without spamming my WTB message for 2 hours, I'd gladly do so. But the odds are, I will not.

And you need to account for so much right now, get 3 times (and later 4th, chaos) maximum resist, get maximum HP/ES, get some decent evasion/armour rolls. If you could balance between these, it would be fine.

But you can't, you need absolutely all of them, with the sole exception of secondary defences (evasion/armour, which are not really that necessary, it's more of a convenience).
IGN: Neonesis / Violetlight / Sirencurse /... I have too many alts...
I like to hang out in Global sometimes.
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neonesis wrote:
(evasion/armour, which are not really that necessary, it's more of a convenience).


This is kind of a major problem too. If those systems were more reliable it would take some of the burden off requiring so much life.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
I am running out of time, so I'll keep this short.

Really glad you didn't leave, Moos. Your feedback is invaluable, and once again I find myself in agreement with just about everything you say. I've had it in my mind for a while that the biggest flaw with PoE is that the psychology is just wrong. Not just the risk vs reward, or how "punishing" an exponential layer of RNG "jackpot" to win is, but the psychology of the rewards given.

I understand that GGG are happy with itemization and the skilldrasil the way they are, because one of their primary design motivations is to generate conflict in the decision making process. This would be great, were it for how the implimentations contradict human nature. Instead of generating conflict, we have only one real choice, and by result none of the minor victories feel rewarding (quite the contrary, rather disparaging) because they put you no closer to "hitting the jackpot." There is no sense of progress -- really, the reward we're seeking for our time -- only wasted effort and a dwindling sense of hope that the RNG gods will finally smile upon you tomorrow.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
I agree in general. We're not talking about some big change that brings a massive power hike here. I think we're talking about mod scaling. It'd be nice if the modpool were arranged so that "mediocre" rolls were still pretty good finds.

That is, from one perspective: when stacking two mods that multiply against each other (+armour/%armour. +physi/%physi) those mods shouldn't progress linearly, but less than linearly. That way when you get a 50% ilvl mod against a 50% ilvl mod, you're actually halfway up the DPS or defensive rating scale. Look at this graphically:



If you don't get both stackers in the top two ranks, you're SOL. Your item has below 60% max rating, and it's bad.

I'd like to see this reversed so progression favors the middle levels a little more. Flat +def needs to scale like a square root up to the same top end. Let's see what that does:


edit: should say +def/%def, not +phys/%phys. Not going to fix. Also this is a flawed presentation, you actually need 3 axes to do this but the point gets lost unless I simplify it this way

It's not actually linear but it appears a great deal more linear. Result: Getting the stacking mods in the first place would usually be enough to get you into the "wow, pretty great roll" realm. Obviously you still need high-tier mods to get the best items, but being below 2nd-to-best affix tier wouldn't necessarily default you into vendoring an item with an otherwise good pool of mods.

This doesn't address standalone mods that are mostly required, it just addresses mods that must stack and also multiply against each other. Progression across the budget needs to be more linear. Right now progression is somewhat arbitrary, but looks exponential. So not only do you need the overlapping mods, but even after that point only one in ten meeting that criteria even approach being good (because you NEED one of top two flat modifiers).

Hope I am making sense.
Let a man walk alone -
Let him commit no sin.
Let him bear few wishes,
Like an elephant in the forest.
Last edited by Zakaluka#1191 on May 3, 2013, 12:13:12 PM

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