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

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Sickness wrote:
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indczn wrote:

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.


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.


I wasn't commenting, nor will comment, on that fools gambit of a recipe that Chris proposed. Not sure why you think I was given the comment you felt like digging up and quoting.

So maybe you want to clarify what I'm apparently missing?
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indczn wrote:
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Sickness wrote:
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indczn wrote:

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.


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.


I wasn't commenting, nor will comment, on that fools gambit of a recipe that Chris proposed. Not sure why you think I was given the comment you felt like digging up and quoting.

So maybe you want to clarify what I'm apparently missing?


So what are you commenting on exactly?
I think there is a legitimate mathematical way you could view this, and put that towards a guaranteed 6L socket recipe.

the point Sickness seem to be making is that if you make a recipe consisting of enough fusing orbs that would be all but guaranteed to get you a 6L socket item, then there is no real harm in creating a recipe for this.

The benefit of this is less time lost simply re-rolling is ignored through simply selling the item and a bunch of fusing orbs.

the drawback is that it takes chance out of the equation entirely. When it comes to end game items though punishing the unlucky so severely seems to be an odd thing to do. I mean if the recipe would yield a 6L item 99.9% of the time anyway you are just punishing mr.0.1%, and the others are just sitting there churning through their orbs. They would still be free to do so to cut down on the cost, but many would just grind for the unending time to get enough fusing orbs.

The note that is being made is that it doesn't make 6L items any more common, just less time pointlessly re-rolling socket links until you get the ones you want.

My only real concern is what this would do to the orb economy. I'm not sure what direction it would take, but it might take the fusing orbs right off the market, because what non-noob would trade them away and screw over their end game.
"I would have listened... I would have understood!" - Scion

Have you removed Asus ROG/GameFirst yet?
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Xaxyx wrote:
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indczn wrote:
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.

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.


So don't play the random game. Determine what it costs to trade for that item, that any yahoo can find drop (and it'll be less than 300 fusing, as they won't appreciate the "grind" required.) Grind whatever that is, and trade for it?

Also, the effects of randomness are minimized by repeated attempts. Given that you can farm attempts indefinitely, the odds approach 100%. What rate (hours) is acceptable?

Presume fusings are removed and have 6ls only available by drop. How many hours (if any) should guarantee a 6l drop? There is no difference. The fusings are merely an intermediary "drop" mechanic which is better as a specific item is targetable. Yet you want (based off fusing rolls = drops = monster kills) to guarantee a specific item falls after a given number of kills? If a 6l, or any other item, is never going to be gifted(dropped) from killing something a given number of times nor a set number of hours, why should the fusing mechanic be any different.

All such a guarantee recipe would do is harm the players that utilize it as it will never be set at a favorable point, otherwise no one would use fusings.

If a player is so risk-averse to use it, he could instead trade with others who are more risk-taking at a rate more favorable that the recipe. Although I have to wonder about players so risk-averse playing a game where the entire premise is gambling on drops. Rather, those players expectations of obtaining 6l are misaligned with actual game mechanics.
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Sickness wrote:

So what are you commenting on exactly?


The initial post by falkor99.
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indczn wrote:
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Sickness wrote:

So what are you commenting on exactly?


The initial post by falkor99.


Where in his post is he asking for it to be easier to get 6l?
As i said before the problem is not how hard to get it, the problem is between 0-300 fusing orb the item doesn't give any reward of getting 300 fusing on hit, it's like you got a sword and after 1000 hours of crafting you get and Excalibur but after 999 hours you still have a crappy sword, the item doesn't retain the crafting you put in on...

I hope someone understand what i tried to say...
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Sickness wrote:
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indczn wrote:
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Sickness wrote:

So what are you commenting on exactly?


The initial post by falkor99.


Where in his post is he asking for it to be easier to get 6l?


The gist of his post is that I've spent XXX trying to obtain something, and don't have it. I quit. Sure he disguised it as "helpful advice"

He clearly feels slighted at not obtaining a certain item after a given number of attempts. Seems pretty fair to assume that had it been easier to obtain, he'd not quit.

Regardless, this back and forth isn't making the thread progress.
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MadeByHisto wrote:
As i said before the problem is not how hard to get it, the problem is between 0-300 fusing orb the item doesn't give any reward of getting 300 fusing on hit, it's like you got a sword and after 1000 hours of crafting you get and Excalibur but after 999 hours you still have a crappy sword, the item doesn't retain the crafting you put in on...

I hope someone understand what i tried to say...


Look at it this way. Fusing is equivalent to the RNG dropping items. Instead of Vaal dropping it, you are trading the possibility of the 6l occuring on any possible item, you are dropping a specific 6 socket item repeatedly until it drops with 6l. The draw back is its only a single item, there is no secondary loot, nor is it like the orb of chance rolling a rare instead of a unique.

I think its a pretty fair trade off because the player guarantees the item being "dropped", its just unfortunate that secondary loot rolls, 4l/5l in this case, have no value to that player rolling for 6. Not sure the devs can fix the issue of discarding everything below 6l when rolling fusings.
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indczn wrote:

He clearly feels slighted at not obtaining a certain item after a given number of attempts. Seems pretty fair to assume that had it been easier to obtain, he'd not quit.



It's fair to assume that if there was an equally hard, but less random way to get it he would not have quit.
He has put in more than the average work required after all...

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