Why I'm quitting PoE and no longer recommending it to friends

There is no real skill needed to left click on an orb of fusing and then left click on the item. The result is just luck. A person can win the lottery and get a six link on the first try or go 1000 tries and not get one.

Different people have different levels of risk aversion. I live in a state with a lottery, but do not buy tickets because of the long odds, even though I can afford to buy some when I buy gas. Just about very gas station sells them so it is not even a hassle. Some people buy them all the time. When I go to Las Vegas on vacation I take some money to spend strictly on gaming. I do not play slot machines because they are too random and require no skill. I will play Black Jack and Poker. Still the element of luck, but skill can change your likelihood of winning. Some people will pull slots for hours, me only like one or two pulls on the million dollar ones.

Do I want to spend weeks or months collecting orbs of fusing and them rely on pure luck to get the result I want? No. To me that is not fun. It will never be fun to me. Too random. Give me a reasonable goal to work towards and I will decide on how much effort I will put in. Give me a pure RNG and I will put in almost no effort. That does not mean I am lazy, or ENTITLED.(I hate that concept is currently used btw, but that is for another time.) It just means I do not like RNG with no skill to better the odds. More skill and more effort should equal better results. The RNG of 6L fusing is neither.

Yes, gathering the orbs does take skill and effort, but after the gathering and buying all you have left is the RNG. Skill dies and the only effort required how many left click orb + left click item can you stand while hoping for a good result.

Perhaps the OP can set his goals lower, but why? Getting to the top difficulty requires skill and some luck(hardcore). Do we really want to spend the entire game working on our skills and build to reach a RNG wall to get the 'end-game'? If 6L is the 'end-game' then it should be based on skill and effort like the rest of the game. Or perhaps this 'end-game' is the problem and GGG needs to come op with something else.
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Coldet wrote:
1500, 3000, you guys are smoking weed. I totally love this game but if there is one thing that could possibly cause enough frustration to make me quit it would have to be "Fuse Orbs".

Gathering 200 fuse orbs is a daunting task even with the improved fuse orb drop rate that I have been noticing.

Regarding the 5/6 link issue. I feel there is more than enough difficulty in obtaining an item with great end game mods. I do not believe that creating links should be nearly as difficult as it currently is.



Just think of "Has more than 4 sockets" as an end-game item mod. It's actually great that you can reroll for that one mod independently of the other great mods that you might already have on an item.
Getting a 6L is not the end goal of the game.

Why not try and work within the limitations you're given? It's much more fun that way.
its a good thing
All ARPGS and a lot of MMOs that I can think of always hit a hurdle at the end-game development and unfortunately not many seem to pass it. Hopefully PoE can add something more than just the maps
Well, it's just that GGG chose RNG > skill when designing endgame. I don't really blame them since that is proven to prolong the any game.
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BurnOutBrighter wrote:
Getting a 6L is not the end goal of the game.

What is the end goal of the game?

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Why not try and work within the limitations you're given? It's much more fun that way.

Fun is a subjective term. The OP, I might assert, seems to interpret fun differently than you do. As it happens, my sense of fun aligns very closely with the OP's.
GREENS vs. REDS: http://www.pathofexile.com/forum/view-thread/392/page/246#p811501
The Prisoner's Dilemma: http://www.pathofexile.com/forum/view-thread/392/page/262#p813428
Lethal_papercut's discussion with Chris: http://www.pathofexile.com/forum/view-thread/392/page/235#p806542
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Aguru wrote:
What will be the worth of fusing if everyone can get 6L easily? Crafting is gambling, and is a blackhole of resources.


Skipping a few pages, but this is a misunderstanding that needs to be addressed as strongly as possible whenever it comes up.

THIS IS NOT ABOUT MAKING 6L "EASIER" TO GET.

Dead serious. Including a recipe that lets you 6l for 1000 fusings will do absolutely jack shit to the general availability of 6link, because it takes an average of 300 fuses, so if many people started using that recipe, the amount of 6L on the market would actually DROP.*

This about non-rational psychological satisfaction. It is extremely unfun and dissatisfying psychologically for many people to invest lots of resources for absolutely no benefit. It sucks at our souls to know that after spending 400 fusings, our next fusing has exactly the same chance of producing the 6L as our previous 400.

The simple knowledge that we are somehow working towards something is psychologically beneficial to us. No matter how gradual it is, and even if 99.9% of people would score the 6link with random chance before getting it with the eventual 'guarantee'.

Just a last reminder, since it cannot be said enough:
THIS IS NOT ABOUT MAKING 6L "EASIER" TO GET.

*Alternately to a recipe, if you simply make it automatically 6link on the 1000th fusing, you will increase the amount of fusing available, but by such a tiny amount as to be basically undetectable. If you picture the distribution of "number of fuses to get 6link", which I assume looks like a bell curve, picture the very very very tiny end being chopped off. AKA essentially no real economic effect, but many psychological benefits.
Last edited by aimlessgun#1443 on Sep 4, 2012, 12:27:17 PM
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aimlessgun wrote:
It sucks at our souls to know that after spending 400 fusings, our next fusing has exactly the same chance of producing the 6L as our previous 400.

Just a last reminder, since it cannot be said enough:
THIS IS NOT ABOUT MAKING 6L "EASIER" TO GET.


You keep saying this, but then you post stuff that contradicts it.


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aimlessgun wrote:

*Alternately to a recipe, if you simply make it automatically 6link on the 1000th fusing, you will increase the amount of fusing available, but by such a tiny amount as to be basically undetectable. If you picture the distribution of "number of fuses to get 6link", which I assume looks like a bell curve, picture the very very very tiny end being chopped off. AKA essentially no real economic effect, but many psychological benefits.


Getting the 'perfect' item, like a 6L, should never be a guarantee IMO.
In a very grind heavy game the death penalty equates to...more grinding.
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BurnOutBrighter wrote:
Getting a 6L is not the end goal of the game.

Why not try and work within the limitations you're given? It's much more fun that way.


The problem is, as the game is currently, it IS the end goal of the game.

In games like this, to my knowledge and experience, end game = making your character as powerful as possible. Correct?

If there is going to be no change to the chances of getting a 6L, there needs to be some other thing to do upon reaching end game. Right now, you outlevel content, and can continue to level, however, one additional talent point does not make your character noticeably better. The next thing for someone to do is try to get 5 and 6 slot items! The only way to get this is through RNG, which is not how end game should be.

What if the Dev's implemented a feature that capped everyone at lvl 80, unless in one of the map mods, you had a chance to drop a special "Orb of Leveling" which allowed you to get to level 99... Players would max out at 80 and have no room for leveling unless RNG favored them and they got that item... Also upon getting that orb, it has a chance to send you back to level 1 instead of bumping you past level 80...

This is the SAME thing as RNG for 6L. The key to this type of game is giving a purpose for better gear, and also a system where players feel their time is invested wisely... This is why I think adjusting the slots so that it is JUST AS DIFFICULT to get a 6 slot, but make it less about RNG and more about slow progression.

Someone made the comment before that the Orb should not just random reroll the number of orbs, but rolls for a chance to add another. This way slots cannot be removed. I personally dont like that idea since risk would not be much and reward is great. Personally, I think the orb would roll and it would have 3 possible outcomes.
1) Stay the same # of sockets (highest probability)
2) Reduce # of sockets by 1.
3) Increase # of sockets by 1.

This way a 5 slot cannot turn into a 1 slot. and a 1 slot cannot turn into a 6 slot randomly!

Players would have to "grind" or "find" a 5 slot for chance at getting a 6, but instead of risking dropping to a 1 slot, a high chance it would stay a 5 slot, or reduce back to a 4, and a low chance it would increase to a 6, this would limit the downside of using the orbs, and give a better feel of the system.

This does not HAVE to increase the difficulty. Keep the probabilities the same for increasing as they are now.

If stats say it takes 300 orbs for a 6L now, make it so once you have a 5 slot, its a 1/300 chance of increasing... This would actually make it HARDER to get a 6 slot since you must get a 5 first!

But it makes players feel like they can improve their armor, not just farm for that coveted 6slot item. Its really disappointing to work on 1 piece of gear (say a 4 slot) and have the feeling you cant upgrade that since its all RNG from then forward...

Right now the system feels limiting and since it is the current "end game" It SHOULD BE DIFFICULT but also NOT all about RNG.

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