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

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NotSorry wrote:
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Vold316 wrote:
your chance to get 6L is 3,125% (In theory you'd need 32 fusing orbs).

No because that would require the % to stack with each roll, but it's a fresh start every roll.


Read again. :P
"The harder the game, the better."
Last edited by Vold316#0180 on Aug 30, 2012, 5:17:03 PM
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NotSorry wrote:
6L doesn't stop you from anything, you can beat all current content in 3l/4l, blues at near equal level to the content, the hunt for "perfect" items is the end game and getting 6L does nothing for you relatively outside of bragging rights and some extra big numbers while you continue to grind up more "perfect" gear.

Level 70 doesn't stop you from doing anything, either. You can beat all current content with just the talent points afforded you at level 70. Getting past level 70 does nothing for you relatively outside of bragging rights and some extra big numbers while you continue to grind up more "perfect" gear.

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The issue with your example is there is no wall. Getting item X doesn't grant you anything you can't already do.

Nor does getting past level 70 grant you anything you can't already do. How do the scenarios differ?
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
Old problem.
End game IS fuse farm.
Once we have PVP there will be a gap between 5l and 6l users.
It is obvious.
Because life is short, you shall make rains of all sort - Amarena, the Iron Man
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My IRON MAN witch build video:
http://www.youtube.com/watch?v=JJOUcu0ioL4
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Do you want your witch wearing PANTS? check
http://www.pathofexile.com/forum/view-thread/19769
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Vold316 wrote:
What are the odds for 6L? (if you already have a 2h or body with 6 sockets)

Spoiler
If there is a chance X to link two sockets and a chance Y to remove the link between two sockets, the chance to get a 6L are the following:

If you have 0 links between sockets:
X^5
If you have 1 links between sockets:
X^4*(1-Y)
If you have 2 links between sockets:
X^3*(1-Y)^2
If you have 3 links between sockets:
X^2*(1-Y)^3
If you have 4 links between sockets:
X*(1-Y)^4


If X=0,5 and Y=0,5, everytime that you use a fusing orb, no matter how many links you already have in your item, your chance to get 6L is 3,125% (In theory you'd need 32 fusing orbs).

Keep in mind that this may not be the case and Y>X and the odds would be lower, or there might be a Z chance where nothing happens.


I take it you didn't bother to search the board for fusing orb mechanics? That isn't how fusing orbs work at all. The chance of a 6L from a fusing orb is slightly better than 1/306, or about 0.33%. And that's after you've gotten the 1/306 6S item to begin with.
http://www.pathofexile.com/forum/view-thread/21503
Open beta is still BETA.
I don't think this issue is worth exploding over. You obviously burnt yourself out farming fusings and are now frustrated. You should cool off, the game isn't broken because you can't get the best item in the game in closed beta.

There probably needs to be an alternative to grinding/farming fusings though. Either that, or end-game power needs to be further diversified so that it doesn't "feel" like you need a 6L.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
Last edited by anubite#0701 on Aug 30, 2012, 6:56:43 PM
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Double_Dare wrote:
Two things:
1) Using provocative topic names is an age old journalist tactic to get more attention. Not only does it set the tone of an article, it degrades the quality of response/feedback and trades it for larger viewership, which it often doesn't deserve.

2) I agree that the fusing orb dilemma is a painful one. However, if there's one thing I know it's that GGG cares about what their community says, and seeing as this topic managed to claw its way to 5 pages, I'm sure they are at least casually discussing it.
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There have been plenty of good suggestions already in this thread including:
-Alternate, indestructible varieties of links
-An alternate orb that cannot decrease the number of sockets
-Changing the functionality of the fusing orb to only increase the number of sockets, at a very low % chance to succeed.

The problem with all of these suggestions is that they ignore two problems, the rest of the game (other than end-game) and the complete disparity between 5L and 6L.
The reason why none of the "can't remove links" suggestions really work is because given that it will take the same number of orbs (ie the chance to go from 4L->5L is higher than the chance to go from 5L-6L) it's a pretty irrelevant change to the end game because 5L is completely worse than 6L.

The best suggestion I've seen is an orb that transfers the sockets to a new item, seems like the only solution.

I do not agree that the suggested orb is the only solution. That would be unimaginative!
However, it is the best concrete improvement - but not solution - so far and probably more or less, the only one that doesn't change the rest of the dynamics in the game. I would, however, argue that there could be a valid argument for reducing the relative value-difference between Chromatic Orbs, Jeweler's Orbs and Fusing Orbs by increasing the range of valuation criteria from the user so it is not just a question of more=better.
The lack of wipes does severely limit the possibility for these kinds of changes to be tested and adjusted appropriately before the game is launched, but as long as the change is towards higher diversity in outcome and an improvement of the value of Chromatc Orbs and Jeweler's Orbs without severely reducing the value of Fusing Orbs it might be a dream for a future change in the game.

Edit: Just to clarify: I am arguing for a change to the functionality of sockets and their colours to increase the need for chromatic orbs and cause a higher strategic value in when to use the 3 orbs.
I appear to be living in "Romance Standard Time". That has to be good! :)
Last edited by radiatoren#0601 on Aug 30, 2012, 7:47:10 PM
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pneuma wrote:
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falkor99 wrote:
It was a fun ride, I played something like 5 builds to merciless and many more halfway there, but maps is not the end game it is fusing grinding. Admit it.

I've never had a 6L on any character and have had no problems taking about two dozen characters into and through Maelstrom of Chaos and now Maps. It's not that I couldn't have afforded it over many hundreds of hours of play time, it's that there's never been a need for one.

It's not a problem, unless the problem is that you feel you can't attain 100% of everything in the game in a few months (and I don't think GGG desires that).

As a side note, PvP will finally give people a reason to grind out that perfect gear (since all the current content in the game can be completed fairly easily with 4Ls, a unique or two, and maybe some quality gems per-build). I could understand a lot of the 5/6L complaints with PvP, but not until then.


QFT

Having a 6l gear is not, in any way, a requirement to advance in level or compete at the highest difficulty. It is a status symbol, it's awesome to have, it will make you better - but it isn't something to quit the game over. If it is, than you should quit when you realize that the 6l item you obtain doesn't have the highest possible mods associated with it as well.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
So after reading the ENTIRE thread...

I understand where the OP is coming from, I also understand where the opposing side is coming from.

I would ask those in favor of making the 6L more attainable, what/how would you feel if they did this, but then made it possible to get a 7L item, more difficult then the 6L item you are "craving" right now... This would be an "impossible" feat and would thus be the "brick" wall referred to, or the "end game" referred to now... Although it doesnt change the power of your 6L. So this seems to be a factor of a few things.

I do agree that it is VERY frustrating to work so hard towards something to have NO progress. It seems like a waste of time, which quite frankly sucks. Its almost like forcing people to do "perfect speed runs" where if you mess up once, you start over. In PoE however, the mess up is taking a 5 slot item and randoming to get a 1 or 2 slot...
I really like the idea that if an item has 3 slots, it has a higher chance to upgrade to a 4 slot then say a 1 slot or two slot has to jump to a 4 slot. This rewards players for taking a risk in getting a 4 slot or 5 slot and also makes them feel sometype of accomplishment in getting the 5 slot, because then they have atleast a "higher" or "better" then just pure random chance in getting the 6L. So jumping 1 slot to 6 is very hard to do (impossible) but jumping from a 5 to 6 slot is much more likely then just a random roll. I think this solves the problem a little.

The other option is having the recipe to trade, I am against this idea since it makes it less about RNG and more about a set thing. I dont think that plays into the game well...

I guess one additive that branches off of this topic is end game. The maps seem to be a means to an end not necessarily an end in and of itself. Some say PvP is a good endgame, some say the "item hunt" is the end game. All in all, I dont think the end game should revolve around an endless RNG game where "item farming" is really "orb farming" to random roll items. I would really like to see a better end game system. - This current system reminds me of D3 and why it failed. It was less about "item farming" for yourself, and more about "finding something" to trade for the item you want, or gold, to then buy your item. It makes it too impersonal. Having the end game = RNG here is not going to keep people around. What WILL keep people is honestly a mindless grind where players pull themselves up inch by inch, taking months and years to get a desired goal. This strive is NOT RNG but a factor of time spent.

Once approach is to have an almost "endless" leveling system. I reference Runescape here since that games max level was 99 in stats(much like PoE and D2), however, it took YEARS before someone reached that. However, everything accomplished in the game got you XP towards that goal, so there was always a "productive aspect" to playing (much like PoE now). The difference is that in PoE you outlevel content so there is no DRIVE to push to higher levels, since everything is beneath you already. People need something to "crawl" to. They need a reason to keep "crawling". This is DESPERATELY what people are really craving. Even if this 6L issue got the "perfect fix" (if there is one) it doesnt seem like that would really fix anything since players would max out content and get bored not having to chase that "almost impossible goal" and as of right now that is only brought about by randomness.

a system of "progression" even in end game goes a LONG way and is why even D3 added the paragon levels, and why Runescape has been SO popular since the lvl 99 was almost unattainable, and there was content ALL along the way and more and more "adventure" to be had. PoE is very similar, however, There still needs to be the "goal".

If your reading this far, Kudos to you!

I really think setting a "max level" zone where level 99s (or w.e you want to put as a ridiculous restriction here, maybe "must have a 6L, or must have 2 6Ls, or w.e) where players can go and 1) Battle VERY intense mosnters that only appear maybe once a week, or once a day, or w.e ontop of normally rough monster fights and ridiculous zones that DO require things like 6L items to kill) Players here also have the advantage of having much stronger items available to them FAR above the "normal game items". Maybe the item is a special fusing orb that has a much higher chance of a 6L? - heck make it character (soul) bound so it doesnt create a market flood for the first players to enter. This would perma lock an item to a character, which would prevent selling and also create a split between selling a 5L with awesome states, or perma linking it to him but giving him an upgrade..., Most people will never reach this level. You can center this ENTIRE area around the ultra hardcore players. DO NOT make it like "inferno" by just "doubling difficulty". THIS is where it feels like a "perfect speed run" and if a player messes up a boss fight, its over quickly and he must wait a week to ttry again. THIS is where your endless hours of grinding finally "pay" off since your reward is hardcore gaming and hardcore rewards where the "normal" content of 98 levels seems like warmup.... Again most people will never reach 99... But this gives something to strive for... Once there, its all about those hardcore fights, maybe have areas that contain hundreds of monsters you have to right at once, death seems imminent yet, your character feels like a god, slaying things it purely looks at, while facing HUGE formidable VERY strong foes.

Last edited by clinx1337#2884 on Aug 30, 2012, 8:17:12 PM
Best idea I think I read here was if you gain a socket it cannot be removed...even if it didn't shorten the total number of mats needed it would certainly take away the feeling of utter despair when you jeweler 5 socket back to one or fuse your 4 link into none....still don't think gameplay is dependant on 5 or 6 link items, you can succeed without them.

ImSoIcy-lvl 70 witch
KiteMe-lvl 63 Ranger
I will admit that I have not read this entire thread, party because I have read so many other threads like this. That is not to say that the OP's point is invalid, only that it is a commonly shared point.

That said.

I think the biggest issue is this, say you get a 5l item with great mods... are you ever honestly going to risk losing that, when the possible gain is the extra link? Or slightly better mod? I do not believe you will.

At most, what would happen is that you take a different piece of gear and try to make that item better than the 5l - great mod item - you currently have. To me, that is a problem.

Ideally, using the orbs should always be a viable option in some form or another. Otherwise the player will hit a wall wherein the chances of "advancing" vs the chance of losing everything, becomes so great that the player simply becomes stagnant - and that should be avoided like the plague in an ARPG... imo
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing

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