Why I'm quitting PoE and no longer recommending it to friends
" I believe with a guarantee on the XXX (whatever large number) fuse, the thrill of gambling would still be there. You still have every chance of fusing on the first 999 fuses :D Whether or not the increase in supply would be significant depends on both opinion and the actual distribution as programmed by GGG, so its impossible to argue about :/ |
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Erm, I wasn't accusing you of stealing anything. I was just curious if you took it. Account name != character name. I had Dao reserved as a character name and recently freed it up for someone else to take. I just thought it would be funny if the person who took it was you.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite#0701 on Sep 5, 2012, 8:55:39 AM
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" the lottery comparison should have shown exactly what i meant. you cannot reward gambling with a guarantee. for gambling to be gambling you need a non-gambling solution, and cannot combine it within the mechanics. otherwise you would find that perfect piece of gear, and mindlessly waste fusing orbs on it, knowing there won't be any consequences to your actions. gambling is a risk! it could turn out worse than saving the fusing orbs, which is what makes it interesting. with this suggestion you want to remove the risk factor. as for the increase in supply. what you are doing with this solution is cutting the upper limit. if you picture it as a curve as you said, with the majority being distributed in the middle, and few at say 1-50 fusing orbs, and few at the upper limit (though it could potentially be an endless process wasting thousands of thousands of fusing orbs, so you are cutting on infinity) then sure you trim a little. how it actually programmed is of no importance because we already have reports of over 1000 orbs used, in a closed beta. you might claim that the sample is too small and actual percentage of people that would, under the current mechanics, use over the number you want to guarantee at would be much less significant, but that is what would be pure speculation, while the number of reports is a solid number we can base ourselves on. it is possible to argue about it because we can take all the dissatisfied people on this thread alone, and calculate how many percent they take from the total of beta players, and multiply that percentage by how many people are expected to be in open beta, and thus get a fair estimate as to how much more you would introduce, and then estimate how long on average it takes to gather 1000 fusing orbs, and you would have the number of 6l you would introduce per the time frame it takes to collect 1000 fusing orbs. EDIT: now if we want to speculate, many players are new and yet to try fusing orbs. remove the estimated number of those from the total players because they are not part of the sample, and you will get a much bigger percentage of people that used over 1000 orbs. but that would only be speculation. if a very insignificant percentage of people would've used too many orbs, then this thread wouldn't be so popular. 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 5, 2012, 11:39:16 AM
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Only on the PoE forums would a "Why I'm quitting" thread evolve into a discussion of East / West philosophy, religious thought and determinism. Lol. I <3 you guys.
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I dont think there needs to be a guarantee to get 6 slots...
I dont think you even need to increase any % that people will get it. BUT it seems like there should be atleast 3 ways to get a 6 slot. 1) It drops 2) You "gamble" to get it (current system) 3) a more systematic way where players can "grind" it out. 1 and 2 rely solely on RNG... 3 would rely slightly on RNG but it would have less risk and naturally less reward. Once the game has been out for 6 months+ there will be a TON of 6 slots on the market. After a year, it will be somewhat common that every higher level player will atleast have one. So people that think this is going to be some "crown jewel" that is so rare they know the "famous" people that have 6 slots... You are delusional. One we get over that idea, We should address the question, "What is not only fun but challenging and will keep players enthralled with trying to get what they want. We are looking for the carrot on a stick method here. Eventually if people keep trying with no feeling of accomplishment (ie getting closer to the carrot) they give up and it is just a broken system. |
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" You are completely missing the point. It's fine if it's hard to get, but spending 100s of hours and still not be closer to your goal is not fine. Grinding gets boring very quickly if it doesn't feel rewarding. |
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Maybe the problem is at 1 or 100 attemps the ratio of getting a 5/6 socket or a 5/6 linked is the same so you dont have any advantage of crafting and crafting more. To people it's seem a waste of time and money. If a quality crafting appeared on the item, maybe the item itself valued the orb you spend. So you don't totaly waste your orbz on good item.
Here my suggestion, and i mention I leave too PoE for the same reason of the poster of this Thread, will come back for pvp or act 3 |
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" No, I completely understand the point. I also understand why it should be really hard to acquire, and therefore have zero issues with it being that difficult. In fact, I think it should be even more difficult to obtain than ~300 fusings currently. 6l is the best mod in the game, but having it isn't going to significantly change the game, as you already so far overlevel the maximum content that it won't make enough difference in the current environment. If 6l were easy(er?) to get what else would you do endgame? Something has to be the holy grail, and it has to be hard to get. |
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" No you don't understand. It has nothing to do with making it easier! A way to turn 1500 (or any number over 300) fusing orbs into a 6 linked would mean that there would be less 6 linked items in the economy and therefor harder to get. |
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" But it's NOT hard to get. Any random yahoo can pop into a zone, kill a mob and boom, there it is on the ground, all shiny and new: 6L. Similarly, any yahoo can find or acquire a Fusing, apply it to an armor and -- presto! -- instantaneous 6L. For something to be "hard" to accomplish, there must be a difficulty, a challenge to overcome. But there is no challenge here. It's random. *Extremely* random. Lottery-winning random. Thus, some players who don't even care about the significance of the upgrade (though I can't possibly imagine any such players to exist) will get it on their first try. Others, who grind and grind and struggle and claw and crawl through the game over and over again, endlessly, mindlessly, droolingly, for hours and days and weeks and months and years on end, will never, ever, EVER see one. We don't mind random. It's part of the game. Rares are random. Uniques are random. Crafting is random. Randomness is a challenge with its own charm. But there's a marked distinction between relying on randomness to gradually progress a character, and slamming into a Wall of Randomness. This is a wall. It is a very, very large upgrade -- exaggeratedly so, given the relative level of upgrades one expects to see at character levels where one is seeking a 6L. Yet this wall cannot be broached by effort, cannot be broached by dedication, by strategy, or by skill. It can only be walked through via sheer, unadulterated luck. And that kind of random is not fun. 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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