PoE feedback and why I decided to quit the game for now (updated)

If you're looking for a game based on skill, you're in the wrong genre. For what its worth, I and many others get by just fine without trading for gear.

The moment you trade for gear, you've just made your next upgrade that much harder to obtain.
"
Powertrip wrote:


But now, I understand those that do. Why waste days or weeks farming against RNG when a few dollars makes you a king in trade chat ? The design of this game itself is what is driving RMT sites.

This
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bvnl wrote:
"
Powertrip wrote:


But now, I understand those that do. Why waste days or weeks farming against RNG when a few dollars makes you a king in trade chat ? The design of this game itself is what is driving RMT sites.

This


Is true in every ARPG.
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SL4Y3R wrote:
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bvnl wrote:
"
Powertrip wrote:


But now, I understand those that do. Why waste days or weeks farming against RNG when a few dollars makes you a king in trade chat ? The design of this game itself is what is driving RMT sites.

This


Is true in every ARPG.


Not every one. TL1 & 2, progression based on game mechanics and skill. XP paced with content, useful drops, progression based.

If PoE had more challenging mobs and content, the game would not have to be artificially made difficult with overdone RNG, Starving players of crafting materials and minus/multiply math.

The problems in PoE really all go back to mobs that are designed to be farmed, and not necessarily played against.
In TL you can mod the game, and just give yourself the best items.
Most of these issues occurs because it is a pure ONLINE game. PoE emphasis partying by having IIQ/IIR increased per party member, which kinda makes it enticing at the same face time possibly facerolling areas and maps with a group of 6. It is really tough to solo when there is barely any benefit, excluding that you are on your own so everything is yours that drop.


I think GGG just needs to switch the role by soloing, you get the max IIQ/IIR in a map while soloing, and that would be a challenge to those that need to be piggybacked there way through maps just to get the benefits. If you are having a hard time doing maps, join a party, but suffer that the IIQ/IIR rate will drop per party member. It would make multiboxers more incline to only :cough: party :cough: with two or three at most.


Of course, there is bound to be some peeps that would take advantage of this by going god mode using who knows what to make soloing a breeze. It is a risk, but being F2P, someone can make another account start off again where they left off. So, I do not see this happening. Just making sure that there is no confusion, I am talking about players who are using hacks, not the ones that are OP.



If you really dislike the notion of being involved in a competitive game, the competition of having the biggest epeen, you are better off playing offline game like Grim Dawn (The game is in alpha, but so far it is great) and/or Torchlight 2 which gives you the alternative to play the game at your pace without any outside interference. You can even mod to make the game more challenging and possibly more rewarding.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Last edited by JohnNamikaze#6516 on Jul 13, 2013, 3:39:56 PM
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Freemasonary wrote:

Gameplay
1) One-skill-spam
2) Auras mandatory
4) Skills not fun to use

These are issues which do not appear to be on GGG's radar, but should be. Good analysis.

"

3) Skill gems suck
6) Playing self-found close to improbable (drops, crafting and trading)
7) Solo players at a huge disadvantage compared with party players
9) Lag, fps drop hell, desync and crash

GGG appears to be working on these issues. We should expect to see meaningful progress on each of these before the end of the calendar year.

"

5) Skill tree illusion
8) Everything too RNG (items, currency, maps, crafting)
10) Stash tabs pay to win
11) Gradual in-game animation withdrawal
To sum up PoE: endless grinding for exponentially increasing diminishing rewards.

I partly agree and partly disagree here.

5) There are some problems with the skilltree, but variety/choice is only a minor one. The number of unpickable nodes is a bit bigger issue- roughly 1/3 of the tree is weapon-specific mods, of which maybe 3-5 are worthwhile picks. The rest of that 1/3 of the skilltree is garbage. For a game that is designed to make players balance defense and offense, often favoring defense, I think it was a bad call to dedicate so much of the tree to weapon-specific nodes. Even under the best circumstances, these are too narrow to be more than secondary choices. And how many people would seriously consider taking more than 1 wheel for the same weapon type? So I ask: why have more than 1 wheel for each weapon type?

8) The title and complaint are slightly out of sync here. The complaint was about Jewelers/Fusings which I agree with, the title was about RNG in general, which I disagree with.

10) Sorta true, but not a big problem.

11) Not a big deal. It seems unfair to generalize this when it was a specific problem with a specific playstyle (summoners and people with weak computers).

Endless) As long as it's fun, then the longer the better. The issue here is that the thing which seems to be fun in POE is making progress. I don't think progress is a good thing to center the fun around because lengthening the game reduces the fun (a longer game takes longer to progress). The solution goes right back to point #4 "Skills not fun to use." Combat should be the most fun thing, and the biggest single component of combat is the skills.

Unfortunately, the way GGG is going I don't think this problem will be fixed... ever. They need a systems designer to look at combat and invent a new flow. Look for inspiration from sources other than D2. Think about resources differently. The only significant resources right now are Life/Equivalent ("Am I dead?") and Mana/Equivalent ("Can I cast?") which is overly simplistic. Combat needs to be more than just who dies first- us or them. That won't be fixed by just adding in random skills every few weeks, it's going to take a dedicated effort to reconcept battles in POE.
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Freemasonary wrote:


3) Skill gems suck

90% of all skill gems are rubbish for different reasons. Most of them are just not viable in end-game. If you remove those gems from the game completely it wouldn't have made a difference to the game at all which just shows how redundant they are. The remaining 10% of skill gems become the 'OP' skills not because they're OP in itself but because they're OP when compared with the other rubbish skills.



I feel that this is straight up not true. You went so far as to say that removing 90% of the gems wouldn't make a difference to the game?? WTF
Standard Forever
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Freemasonary wrote:

5) Skill tree illusion

PoE skill tree is the most complicated skill tree there is in the market. With more than one thousand nodes it does seem you can make your own build and make your character unique. But actually there're only a few ways to optimise your character due to different restricting factors, resulting in 90% of all players taking the same or very similar nodes throughout the entire skill tree. The idea that you can make your own unique build is an illusion, unless you don't set out to optimise your character in the first place.



You sound like one of those players who has to have the absolutely most OP everything or you feel like your wasting your time. Basically in it for the "competition" which oddly enough is an illusion in my opinion.

Its not surprising that you quit. Players like that always burn out.
Standard Forever
Last edited by iamstryker#5952 on Jul 13, 2013, 4:03:07 PM
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PolarisOrbit wrote:
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Freemasonary wrote:

Gameplay
1) One-skill-spam
2) Auras mandatory
4) Skills not fun to use

These are issues which do not appear to be on GGG's radar, but should be. Good analysis.

Yeah, GGG should really crack down on all those aura abusing no-lifers, monotonously spamming their one-crack 6L'ed cookie-cutter skill which is no fun to use, not even with the oozing onyx skull-dripping eyesore effect.

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