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

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TheSwampDog wrote:
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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.


Care to explain how? I make the claim that extensive use of a 1000 fusing for 6l vendor recipe would reduce the amount of 6l in the economy vs not having that recipe. Disprove this claim. I make the claim that gauranteeing a 6l with the 1000th fuse would increase the supply of 6l by an absurdly small amount. Disprove this claim.

Here is what we know for sure: It takes an average of 300 fuses to get a 6link, per statement by Chris.
Here is what I am assuming: the amount of fusings to get a 6L follows a bell curve distribution.

To attack my claims, you must either show that my assumption about normal distribution is unreasonable, or you need to show how the basic statistical reasoning following from my assumptions has gone wrong.


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Getting the 'perfect' item, like a 6L, should never be a guarantee IMO.


A 6L alone is far from perfect. At current fusing odds, 6link chest will be standard for any serious player within a couple months of release. Bank on it.
Last edited by aimlessgun#1443 on Sep 4, 2012, 1:56:15 PM
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aimlessgun wrote:
I make the claim that extensive use of a 1000 fusing for 6l vendor recipe would reduce the amount of 6l in the economy vs not having that recipe.



who would extensively use this recipe, it sucks.
U will have to bank them first, which requires months.
Why not just use the orbs u just got and have higher chances anyway?
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Laee wrote:
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aimlessgun wrote:
I make the claim that extensive use of a 1000 fusing for 6l vendor recipe would reduce the amount of 6l in the economy vs not having that recipe.



who would extensively use this recipe, it sucks.
U will have to bank them first, which requires months.
Why not just use the orbs u just got and have higher chances anyway?


I wouldn't use it. It's just one of the suggestions floating around so I thought I should address it(the original question/suggestion from Chris is 1500 fusings :o )
Like said above, A 6L alone is far from perfect. At current fusing odds, 6link chest will be standard for any serious player within a couple months of release. Bank on it.




I think people are delusional that a 6L is going to be this SUPER rare piece that only few will have. Any hardcore player will get one, its a matter of time spent and frustration.

I think Devs SHOULD NOT address the time spent factor, in fact, I think it should take LONGER to get a 6L since it WILL be common place for hardcore players (not harcore league but you know what I mean)

I DO think Devs DO need to address the frustration. The "Frustration Barrier" if you will, will NOT stop the elite players from getting theirs, but it WILL cause semi casual to casual players to give up and or quit the game, just like the OP.

The best solution, I think, is what I outlined prior that not only increases the time spent, but also decreases frustration in getting a 6L.

The orb has 3 options upon rolling
1) Keep the same number
2) Reduce the number by 1
3) Increase the number by 1.

4 and 5 slots cannot turn int o1 slots and 1 slots cannot turn into a 6 slot.

You must work your way up to a 5 slot for a chance at getting a 6 slot! You must have the 5 first meaning 6 slots are HARDER to build but with less frustration/downside of using orbs on gear you currently use! If you have a 4 or 5 slot, you WONT use it now on gear you use, since it could drop to a 1 slot and make an aspect of your build/character not viable.

this should be avoided.
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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.


it should be a separate thing like Chris offered, and not a guarantee of 6l on the 1000 fuse.

from a psychological point of view, there are plenty of people who enjoy gambling and taking risks, and it is by no means a sickness (unless excessively compulsive)

if you make a sure way like what Chris offered, and leave the fusing orbs otherwise as they are now, then that would both be psychologically satisfying to those who want to gather that many orbs, and both thrillingly rewarding to the gamblers.

does the lottery guarantee you a win on the 1000 time you play? if you want to have guaranteed money, don't play 1000 times and you will have plenty of money. if you want a guaranteed 6l, then save those orbs and don't gamble.

both a chance to have a 6l on any of the orbs from the first to 999, AND a guarantee on the 1000 is absurd when compared to how anything in life works

EDIT:
by the way, in the long run, and with more players, that tiny end being chopped off amounts to a lot.
the path that can be chosen is not the correct path to choose. such is the nature of the Dao.
Last edited by Dao#3393 on Sep 4, 2012, 4:42:55 PM
Just make another very rare item (Somewhere more rare than blessed orb but not as rare as a mirror, which I have never seen :P ) and have it be a "add + 1 socket" orb.

Add a sister item that is "add an additional link", and you have gone some way towards fixing the issue.
Something I would like to suggest, although it would make 6L impossible to obtain in the closed beta would make 6L only available on ilvl 80+

Then make all ilvl 80+ drop with a minimum of 4L and have a huge chance of 6L

Pretty much a reward for even making it to content that is that difficult.


This would help make it feel like it would even be worth it to even attempt content that high of a level and have a reward for it other than more exp and levels.

Pretty much like other games that have skills that arent obtainable until the very highest levels.


This would pretty much change the entire game but its worth the suggestion.

tl:dr

6L should only be available on level 80+ equipment but have a huge chance of dropping with 6L normally.
S L O W E R
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ampdecay wrote:
Something I would like to suggest, although it would make 6L impossible to obtain in the closed beta would make 6L only available on ilvl 80+

Then make all ilvl 80+ drop with a minimum of 4L and have a huge chance of 6L

Pretty much a reward for even making it to content that is that difficult.


This would help make it feel like it would even be worth it to even attempt content that high of a level and have a reward for it other than more exp and levels.

Pretty much like other games that have skills that arent obtainable until the very highest levels.


This would pretty much change the entire game but its worth the suggestion.

tl:dr

6L should only be available on level 80+ equipment but have a huge chance of dropping with 6L normally.


Something like this would work well too. That way, If you want to obsess about getting a 6L before then, go for it at take the "gambles". I always thought that gear in each "tier" should have higher slot options so levels 1-10 would have 1. Levels 11-20 could have up to 2 slots. 21-30 could have up to 3. 31-40 4 etc. So in order to get 6 on an item, the item has to be in the "tier" of that lvl requirement thus a 6 slot could only be attainble by level 51+.

The 80+ thing could work well that items in thet "tier" have a higher chance of rolling 6L OR obtaining a drop that is 6L. That would solve the problem drastically and reward those who get that lvl. Not only that, but put a min cap on the items dropped at that lvl and you wont see a flood of lower 6L items on the market. Heck you could do it for lvl 90+ if you want... Just make it less of RNG and more of a "grind to get".

The gambling premise is a false comparison for many reasons. The main one being "don't play 1000 times and you will have plenty of money." This statement is false since money is only good for the ability to get better items. The way it is now, you automatically get the lottery tickets and have to trade someone a ton of them to get said item. If you wanted a real comparison, it would be that the "traditional orb" would do as I proposed above (less of a gamble) OR you could trade say 5 of those orbs, for a new type of orb that could "randomly roll a 1-6 slots) This would let you fully gamble.

The way it is now, it is forcing you to gamble and I would suggest most players are not like that, hence why this is even an issue. I know If the game were fully released as it is now, I too would probably fully quit for this same reason. I dont mind grinding but I cannot stand completely RNG endgame. I keep playing and posting BECAUSE it is getting full wipe and is only beta...

If this game is to succeed (which I want and hope) there has to be lasting appeal. Lasting appeal is build by 1) community 2)always having something to do when playing 30 min or 5 hours at a time. 3) competition (pvp/ladders etc)

1) is not horrible but could be improved upon. 2) endgame = RNG 3)None released yet.

Which is why i wait to pass judgement.
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clinx1337 wrote:

The gambling premise is a false comparison for many reasons. The main one being "don't play 1000 times and you will have plenty of money." This statement is false since money is only good for the ability to get better items. The way it is now, you automatically get the lottery tickets and have to trade someone a ton of them to get said item. If you wanted a real comparison, it would be that the "traditional orb" would do as I proposed above (less of a gamble) OR you could trade say 5 of those orbs, for a new type of orb that could "randomly roll a 1-6 slots) This would let you fully gamble.

The way it is now, it is forcing you to gamble and I would suggest most players are not like that, hence why this is even an issue. I know If the game were fully released as it is now, I too would probably fully quit for this same reason. I dont mind grinding but I cannot stand completely RNG endgame. I keep playing and posting BECAUSE it is getting full wipe and is only beta...

If this game is to succeed (which I want and hope) there has to be lasting appeal. Lasting appeal is build by 1) community 2)always having something to do when playing 30 min or 5 hours at a time. 3) competition (pvp/ladders etc)

1) is not horrible but could be improved upon. 2) endgame = RNG 3)None released yet.

Which is why i wait to pass judgement.


the gambling comparison was in favor of supporting what Chris suggested about 1500 orbs getting a 6l, and rejecting the idea of the 1000 gamble making it guarantee. you either gamble or you don't, and the game should have a solution for both (level 80 thing could be good if you balance it properly and pin point the exact level it should be at, but what Chris wrote, about 1500 orbs, though I think the more the better and not a single one less than 1500, is also a good idea)

EDIT:
the gambling comparison also rejects all of the suggestions regarding making it not go back on links, or one step back, or whatever suggestions that were made. you cannot gamble and only earn more. there should be a separate solution to the people who don't like to gamble. the gambling comparison creates a dichotomy of gambles and non-gamblers, and suggests separate solutions for each one instead of forcing one compromise on both. that makes the gambling comparison valid for this case.
the path that can be chosen is not the correct path to choose. such is the nature of the Dao.
Last edited by Dao#3393 on Sep 4, 2012, 7:17:09 PM
Dao,

I agree there should be a gambling aspect to it! But at the same time the biggest component is risk versus reward. Right now it just doesn't make sense.

I dont like the set trade 1000 orbs for 1 6 slot. That's too much of a guarantee and I think it doesn't fit the core mechanics of the game.

The more I think about it, the better the "higher level = higher chance" idea. Where every say 10 levels 60, 70,80,90 You or your gear has a higher chance of rolling higher slots over lower slots. This gives the same "random gamble" aspect of early on even until late game, and then part of the "grind" is to get over the hump of lvl 80 or 90 where it is much more common to roll a 6L. This makes not only the number of orbs obtained desirable but also the level grind desirable as well.

This way even unlucky players can still outlevel content, and eventually have more favorable odds in getting a 6L item.

Plus, at lvl 80+ anyways everyone will have somewhat equiv gear and it will more be able the spec/player skill over the gear. Sure it will make SOME difference but most players who are hardcore enough to get to 80+ within a few months are going to find ways of getting 6L faster/easier. With a system that makes it easier upon leveling, that solves the "orb" grind and makes it a level grind as well... Which people can deal with.
Last edited by clinx1337#2884 on Sep 4, 2012, 7:27:16 PM

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