Self-Found (League) [Thread outdated!]

If someone feels the need to discuss Self-Found
after release, make a new thread, please.

There were changes done, which might make former critique in here obsolete.


Old
Dev responses now in the 4th post!
Player feedback and thoughts now in 5th post!
All posts last updated September 10th 9:15 UTC.

This thread may be moved to an appropriate subforum by a Dev.
By now it is obvious that there is heavy interest in this topic.
The purpose of it being in General Discussion is served.

Update-Notes
September 10th UTC

*Updated first post, changed the main objective at about page 82.


September 3rd UTC

*Added player feedback to Packet#7.

*Updated Pros Section for future updates.
*Updated Cons Section for future updates.

*Restructured suggestions in the first post.
Many self-found players are not wishing an own SFL.
These players suggestions are covering confounding issues
being discussed in this and other threads heavily.

*Added player feedback to Packet#7.


September 2nd UTC

*Completed Packet#6. Thanks for the feedback!

*Started Packet#7.


August 31th UTC

*Added Temporary Self-Found suggestion to the other suggestion corner.
It is a pretty creative reaction to the suggestion of moving characters to Void League.


August 30th UTC

*Started creating Packet#6 in the Feedback&Thoughts corner.

*Updated first post, changed the main objective at about page 48.

*Added counter-argument to the Cons/Solo corner concerning MTX effects.

*Added additional feedback to Packet#6.
*Added additional feedback to Packet#6.


August 29th UTC

*I added 2 suggestions to the other suggestions section.
One including the Quest-Reward route tommyrot and others suggested,
two the suggestion of ScrotieMB's to make content more accessible
by modifying many different places of the game.

*Furthermore I completed Packet#5 of the selected posts.
It was harder to fill it this time, as many points keep getting repeated.
Let's try to keep it original and make more suggestions other than an own SFL.

*Added additional specified suggestion to the Descent-League suggestion.

*Added Cross-Thread section for in Feedback&Thought's section.
*Added ephetat's Recent lack of Interesting Design Disclosure

*Added Currency-Overhaul suggestion in the other suggestions section.
It is a Reddit-Post trying to give two different solutions
to make crafting in low-level brackets appealing again.

*Added ScrotieMcB's Don't Remove MF from the Game; Just Cut it in Half.
It discusses solo and group play discrepancies somewhat.

-----------------------------------------------------------------------------------------------

"
Disclaimer wrote:
I request from the participants of this discussion that we respect each others points,
avoid breaking forum rules at all costs and be as constructive as possible
.

Please avoid nasty buzzwords which tend to initiate arguments.
I don't claim credit for any points or suggestions discussed in here.

If you want to contribute to this thread anonymously, PM me your response.
I will add it to the discussion accordingly.

ITT we want to help GGG in the most constructive way without taking too much of their time,
which is lately heavily invested into the production of Act 3x content and more.


UPDATE:
It seems that the discussion is stagnating heavily.
I fail to see many fresh points and constructive feedback is also lacking.
I could however be wrong. If that is the case, don't hesitate to tell me.


I will try to make the Thoughts&Feedback corner in my 5th post more appealing to read.
If someone has a good idea concerning this, don't hesitate to PM me or post about it.

My ideas so far:
*Name the links with "one-liner", something like post titles.
*Include small abstracts to each link.

I doubt I can fit the complete posts rather than using links. Post limits and such.


Once I finished that off, I will suggest support to close the thread after consoling senior staff.
I will still update this thread with interesting cross-thread references.
I just don't see any point in going around in circles in here anymore.

Thank you for the participation everyone, you made this very thread possible.

Old
I would welcome even more actual first hand self-found feedback.
Remember to share your average time spend in-game,
as well as points in-game which were hard to overcome.
It would be really valuable if you could state how long it took to overcome this points.
Tell us about your builds, equipment and so on.
Everything that could matter balancing wise!
Don't forget to mention if you play solo exclusively!

We summarize core theories, pros and cons advertised in the mothership
which is the highly visited thread "The Self Found League" in the Suggestion subforum.
(Link included)



We take the following points as given:
- GGG does not introduce a league which is easier than it's parent league
- Paid Leagues will not be able to be easier than Standard League
- GGG can't influence the default leagues loot without possibly harming the economy

This points are derived from GGGs past decisions and statements I experienced.
Feel free to further strengthen them with quotes of GGG you can find.
There are some but given the forum structure they are hard to locate precisely.
Reasoning
GGG does not introduce a League which is easier than it's parent League

Derived from the decision behind the Anarchy and Onslaugh league, which added no aspects making the overall gameplay easier than their respective parent leagues.


Paid Leagues will not be able to be easier than Standard League

Otherwise GGG would harm their core philosophy concerning their F2P model.
For more info about Paid Leagues: http://www.pathofexile.com/leagues


GGG can't influence the default Leagues loot heavily without possibly harming the economy

Without any future league-wide character or item wipes any experiments and it's external effects might lead to a huge disparity between dedicated traders, hardcore gamer and the leisure-focused gamer. This might be reduced over time again, could however negatively impact leisure-focused gamers PoE experience in various forms.


Based on aforementioned points one may suggest:
1.Suggestion
Balance the game with taking (solo) self-found playstyle more into account.
There are many Thoughts&Feedback given that make confounding issues apparent.
For this purpose I redirect to the posts further below, giving an overview of player posts and giving other suggestions affecting such confounding issues. Dedicated threads are also available.
Reasoning
An own self-found league does not really appoint any problems around the self-found playstyle given. A balancing process around self-found play would be needed anyway.
The wish for an own league might disappear with severe issues appointed.

Appointing balancing issues does not segregate the playerbase further
and helps self-found player enjoy many different league settings available.

2.Suggestion
Introduction of a (Solo?) Short-time Self-found League.
The Self Found League could have modified droprates to ease crafting capabilities.
After the end of the league, all characters and items will be transferred to the Void League.
Reasoning
The parent league Void League is already implemented by GGG at the Descent Races. It is basically a graveyard, denying any access to your characters and former items. With this league being the parent league GGG does not have to care for any aforementioned points.

GGG could use the Self-Found League as an experimental testing environment.


Reasons for this thread:
- vocal disappointment about loot & crafting balance lately
- vocal wish for a self-found league since April 2013 and longer
- the Suggestion Thread is not structured and valuable ideas are hard to extract
Last edited by Nightmare90#4217 on Feb 7, 2014, 6:24:18 AM
Old
Pros:

- Emphasize the usage of currency to craft items rather than trade them in.

- De-prioritizes trade and re-prioritizes item drops.
Counter
Trading could be a core game mechanic by game design choice
and removing it may dumb down the experience GGG wants their players to experience.

Counter
Removes player interaction and bounds which may come up in a barter heavy trade environment.


Concerning Self-Found League:

- Makes an enjoyable self-found experience as min-maxer possible,
as group-play may not be overshadowed by competition with trading players.
Counter
However it is not unlikely that it will not change differences in overall performance between hardcore and casual gamer, likely also correlated with current differences between trader vs. self-found player.

- League participants can't get affected by RMT or Cross-League trading.

- Increases appreciation for (in the trading environment) mediocre considered items.


Concerning Solo:
"
OverUsedChewToy wrote:
My friends don't play much PoE:
*I don't have the opportunity to party much and public parties are usually another
stressful chore since it forces me out of my preferred, more laid-back playstyle.

"
OverUsedChewToy wrote:
Multiplayer breaks my immersion:
*I like PoE's atmosphere and tone as much as the actual slaughtering of monsters but trading and partying (publically at least) does absolutely nothing to help that. Town instances aren't so bad to me, where you can just ignore players without gameplay repercussions.
Last edited by Nightmare90#4217 on Nov 5, 2013, 3:42:09 PM
Old
Cons:

- Drop rates are fine and possibly increasing them will devalue in-game accomplishments.
Counter
Certain mid-level items may be hard to come by which makes progression a hard act.

Counter
Currency sink may be balanced (especially in end-game) around trading.

- A self-found balance is hard to accomplish without affecting trading players.


Concerning Self-Found League:

- Trading is to be considered a core mechanic to the game,
removing it might be against GGGs game design or devalue the game itself.
Counter
In case of being forced to trade in order to progress might devalue subjective PoE experience.

- More leagues divide the community even more.
Counter
However this point is mood as the community may be heavily divided already.

- Self-Found is also without an own league playable,
a even play-field will change nothing on the current Ladder balance.
Counter
"
otinanai2 wrote:
In the ladder you will be competing with people with much better gear
and not with other self found players.

Counter
Same logic may be applied to Hardcore League.

- Increased expenses on GGGs side for maintenance and monitoring of the league.
Counter
However it could supply a big, valuable sample for balancing purposes.
It may not really make more expenses than current short-term leagues.


Concerning Solo:

- Player interaction is a known recipe for binding customers on a game.

- optical MTX value is decreased as showing them off becomes obsolete.
Counter
"
Nightmare90 wrote:
"
Mr_Cee wrote:
"
MGReaper wrote:
Their business model centres around selling shiny microtransactions... of which the main purpose is to show off in front of other players.


..which mostly happens in towns - where you are always "partying" (empty instances aside)

Certain MTX would be not able to be shown off in town. Skill Effects as example.

However I understand your sentiment.
Last edited by Nightmare90#4217 on Nov 5, 2013, 3:43:02 PM
Old
Qarl's Thoughts:
Spoiler
After false implications about self-found players motivation from my side. I am sorry!

"
Qarl wrote:
I can give my current thoughts on self found.

In the existing leagues, there is nothing stopping anyone from playing self-found, and we know many of our players do. We also have players that only engage rarely with other players, trading and partying occasionally.

So, as you can play self found in an existing league, I doubt we need to separate out the leagues. The question then is, are there progression problems with self found. I think there are two parts to this:

Can you play through self found? Currently there are issues with this, especially around the 40s. One of the main problems here is the availability of 4-linked items. Gear progression gets hard here, as replacement gear requires both beating existing gear in stats, and in skill support. This isn't usually an issue earlier, as you aren't needing full skill sets, and can skimp on stats and still progress quickly.

If we are going to make changes, it will likely be on the ability to make or the availability of 4 linked items.


The second issue is, what is the player expectation of self-found play. In general the main issue comes when players look to the top of ladders and to streamers to direct what their play experience would be like. This gives players a very distorted view of what they should be able to achieve. In general these players are pushing every advantage they can from trade, long play, group play.

Often, when I get told - "everyone is doing X", and I have a look, there are often only a handful of people doing, its just often these are the most visible. An example of this is 6-link Shavronne's. If I look at over level 90 characters, in all leagues, played in the last month, well under 50 players have Shavronne's Wrappings equipped. And if I look at the stats, if you want to die, wear a Shavronne's.

We will not be making a league to make it possible to replicate the play of these players. 1) We don't think its needed. 2) From past experience, if we make accommodations to make it possible to replicate these players, these players will still beat you. If we made a self found league with competitive advantages but solo play, you'll see the same players on top of those leagues, and we'll get a new set of complaints from people who want to replicate the achievements without the same investment.

Spoiler
"
Qarl wrote:
"
Cronk wrote:

When people say they would like a self-found league, it's not as a result of a desire to compete - quite the opposite in fact.


Well, from what I have read, that seems to be exactly what they say. They use terms like "You just can't compete."

"

The concept stems from the fact that many people don't like the trappings of competition, but, instead, would like to just play the game 'by their own steam'.

The use of the word league is just another word for 'different settings' and many wouldn't care if there wasn't a top XYZ players published at all.


That is an interesting concept I hadn't seen posted elsewhere.

We do know the players who care about ladders, really care about ladders. We also know ladders are important part of getting returning players.

I suspect if we do ladder-less leagues, it'll likely as part of paid leagues.


"

In terms of time investment, yes, that is an area that GGG seem quite obsessed with, but, as it stands, solo-self-found plays more like torture than fun when functioning under the mechanics of an MMO trading league. The solo-self-found experience would be significantly different because it would provide an opportunity to actually experiment with different, more beneficial drop rates combined with player retention.

Unless there's a significant distinction in philosophy between the concept of player retention over time and the concept of making players invest time regardless of its retention statistics.


Largely, and I am very glad about this, our business model supports us making the best game we can.

We are planning to run the game long term, so we can't just increase player numbers at the expense of having lower churn. So, yes, we really do care about our players staying.

So we really do care about things that cause players to quit and not return. So this thread is interesting to me. For example seeing people report Act 2 Merciless as an issue, as its not really an area where we have identified as being a problem.

Spoiler
"
Qarl wrote:
"
Amiag wrote:

well for starter theres a 90-page thread in the suggestions forum where no one ever complains about being unable to top the ladder as self found (well as far as i can remember), so im not sure where you get that competition is the problem ? If anything people playing self found are not interested in competition cause self found is WAY slower especially once you get to act 3 merci and maps.


They don't talk about being at the top of the ladder, but they very specifically mention the play experience of those players, and their gear, and the parts of the game, and their effectiveness in those parts of the game.

I do appreciate you actually saying something in this post.

Spoiler
"
Qarl wrote:
"
MrMisterMissedHer wrote:
"
Qarl wrote:

So we really do care about things that cause players to quit and not return. So this thread is interesting to me. For example seeing people report Act 2 Merciless as an issue, as its not really an area where we have identified as being a problem.


boof is a very good player and in the 1 month race I was in the top 10 on the 2nd day playing solo 2h melee (different account), if people like us actually feel a problem there I don't really want to know what less masochist players think of it. Take that as you may.


Well, I really am interested in this wall. I have yet to get an idea of why it is an issue.

What precisely is the issue at this point? People do mention crafting a bit, so is it a linking issue, in which case the solution for the 40s area will also help here.

If it is a different issue, then what is it, and does it need a different solution.

Spoiler
"
Qarl wrote:
I thought I'd also note, when I see part of the problem is a perception that people feel they need what the most time invested players have, I am not saying "you are all just entitled". I am saying, this is an actual problem we have, and we want to find out why we have this signalling issue.

Chase items, and godly gear and perfect mods are excellent things for keeping those players interested in the game, and giving them something to do. But we also want to have other players happy to continue for better gear without feeling like they are missing out at some core level.

And while we want a solution that works for players, we don't want to, say, add 5 hours of play to a player who was only going to play for 20 hours, in exchange for all of our 1000+ hour players, then it is not a very good solution for us.


Other Suggestions:
No_league_but...
"
Mr_Bill wrote:
Having read through the dev responses and noting that they don't want an entirely different league here are my thoughts.

Make a simulated Self Found league by adding the following.
1. Make a character flag that disallows trade windows
2. Make it so you can't pick up things others drop.
3. If you ever disable the flag it can never be put back to Self Found. Might even consider that the flag shows in chat and the forums.
4. In the current web ladder make a filter which will only show Self Found.

The other issue of itemization being easier in groups isn't really a matter of common stats it is that a lot of rare uniques are build enabling and the most common way of acquiring them is through trade since orbs drop more frequently then rare uniques. Since it has been said that POE is about making different builds the Self Found characters are essentially shut out of that portion of the game.

This is exacerbated by the players who have these rare uniques essentially advertising them through twitch and the the twitch forum interface.

Personally I have recently broken down and have done 3 trades (FaceBreaker, Menigord, chain gem). It was a pain in the ass each time. Maybe if POE would address their own trade tools so we don't have to rely on 3rd party tools which are a crap shoot if they work or not then more people would get off the Self Found play style.

Anywho, in spite of all that, this is the best computer game I have every played and I appreciate you guys efforts to the genre.


Descent-League?
"
wrathmar wrote:
I think for the next hardcore league they should have an expanded decent league. Add more levels and some side areas for xp grinding. Keep the chests at the ends of the levels and include the stash. This would give players the self-found league that they are looking for.

"
wrathmar wrote:
The next hardcore league should be a 4 month long version of the decent league. They would need to add additional levels/side areas; adjust the monster re-spawn behavior; and add access to the stash once every 3 levels. I would enjoy this play style much more than the current onslaught league.

Long term Decent = Self found = fun new way to play the game.

Gem-Vendor?
"
ohnono wrote:
Make gems buyable from NPC VENDORS! Maybe you would first have to "unlock" them through normal quest-rewards.
After the first playthrough you will be forced to buy gems from greedy traders. This is annoying, takes time away from really playing the game and takes away currency from poor players - rich players can buy what they want - reduced mana 20% np.

I´m really upset about the current system. Add a tab "Gems" to Nessa & co and i ll be happy.
The current system limits build diversity for self-found players who only trade with npc vendors.
The 4-link drama can be reduced by increasing chances for fusings to 4-link 4-socket gear. So 2-3 fuses and you would be done - add some entropy maybe. This also would benefit the "poor" players since rich players aiming for 6-linking-game.

Counter
"
geradon wrote:
"
ohnono wrote:
Make gems buyable from NPC VENDORS!

what's about uniques and good rares? they are build enablers as well.

the idea behind you getting forced to find gems and uniques and good gear while playing is to encourage you starting new builds based on the new items.

this works especially well for me.

Quest-Rewards!
"
tommyrot wrote:
"
Qarl wrote:
One of the main problems here is the availability of 4-linked items.


Why not make the quest reward of let's say, the Cruel Weaver quest, a 4 socket/link job on one of the player's items. Or what about +1 property to a magic item? Too OP? Well what about upgrading a magic item to a rare item?

I remember a game which had similar quest rewards. Ofcourse back then we would save them until we found something epic.. Perhaps add some restrictions/requirements that make it non "game breaking" if you please.

Increase_Content_Access
"
ScrotieMcB wrote:
[In response to another user]

First off, grouping isn't free. You need to coordinate how the map costs are split, you need to coordinate who the Culling MFer is going to be. These tasks require effort, and as a result they deserve some reward. The problem is that they currently provide totally insane amounts of reward, far exceeding the "costs." There should be "group benefits," but they should not be as large as they are currently.

After appropriately nerfing a group bonus to reasonable levels, the overall situation for everyone can be increased without making the game easier overall. For example, let's say group MF Culling support currently provides a 5x bonus. If we nerf that down to a more reasonable 2.25x bonus, we can then 2x-buff the overall situation; groups would then have an effective 4.5x bonus (slight nerf), while solo would be twice as well off as it is now. For those truly min/maxing the game, the game just became harder; the game only becomes easier for those who were struggling before.

This is the philosophy behind my "Halve MF" suggestion. It's a serious suggestion to help bridge the gap between solo play and group play, mostly by attacking the Culling MF problem. It doesn't remove Culling MF completely, because that wouldn't be fair; as I said earlier, coordinating specialized roles in group play takes time and therefore deserves a moderate reward.

In terms of splitting map costs, it's a little trickier of a problem, but I still have a suggestion:
1) Set the default number of portals opened by the map device to 1.
2) Allow Jeweler's Orbs to be put into the map device and consumed by pressing the button. Each Jeweler's opens one additional portal, up to 6. You don't need to be the map maker to add a Jeweler's this way.
3) Allow Orbs of Fusing to be put into the map device and consumed by pressing the button. Each Fusing closes a portal, but provides more Item Quantity for the portals remaining; this is visually indicated by the remaining portals getting a more "intensified" graphic. Each Fusing limits the max number of portals by one, with the highest degree of Fusing intensification being 5 Fusings and maximum 1 portal. Only the map maker could add Fusings this way.

Numbers are a bit of a problem for that one, and would require some tuning, but the idea would be that low maps could be run on a budget by skipping the Jewelers and just running them solo, while high maps could be run solo with increased quantity (at the low cost, for high maps anyway, of a few Fusings), compensating for the map-cost-splitting advantage which groups have. The system is also customizable to smaller-than-full groups (2 to 4 players).

Maybe these aren't the best way to solve these problems; perhaps someone else could think of a better way to fix these problems. But that's not the point. The point is that problems have solutions, but running away blinds you to them.

[...]


Temporary_Self-Found
"
Perfect_Black wrote:
"
Finkenstein wrote:
SFL Temporary league 4months at the end all players characters and items are erased. How about it GGG?...

I personally love to invest lots of time into characters just to have them deleted. How bout a self-found league that feeds into Standard League when characters enter Mercilles 'The Sceptre of God', and if you want to stay in the self-found league, just don't enter 'The Sceptre'? This type of setup would allow (force) players to have a complete self-found run-through of the primary game content and allow players to choose to stay in a non-trade environment or enter a trade environment if/when they want to. That being said, I don't really care whether or not a SFL happens.
Last edited by Nightmare90#4217 on Nov 5, 2013, 3:43:26 PM
Old
Remarkable thoughts and feedback:











This is only a minimal selection of the actual discussion!
It is awfully biased considering that I preferred self-found feedback
over thoughts because it may be actually useful for the Devs.

If you found well reasoned opposition missing in here, PM me!
Last edited by Nightmare90#4217 on Nov 5, 2013, 3:43:43 PM
That's a whole lot of post and all of it ignores the fact that you can play selffound on any league you want....
"
H4T3MONG3R wrote:
That's a whole lot of post and all of it ignores the fact that you can play selffound on any league you want....

Damn, fuck me!
Last edited by Nightmare90#4217 on Aug 30, 2013, 2:11:47 PM
"
H4T3MONG3R wrote:
That's a whole lot of post and all of it ignores the fact that you can play selffound on any league you want....


I agree with this, if there's going to be a SFL, I think it needs to differentiate itself enough from the main leagues to be a distinctly different experience, other than just not trading. Otherwise I really don't think people are going to be able to gain any traction with the idea.
"
H4T3MONG3R wrote:
That's a whole lot of post and all of it ignores the fact that you can play selffound on any league you want....


And your short and simplistic post ignores the fact that all the current leagues have drop-rates to reflect the economy rather than playability - the whole point of establishing a self-found league which de-prioritises trade and re-prioritises drops.
"
Cronk wrote:
"
H4T3MONG3R wrote:
That's a whole lot of post and all of it ignores the fact that you can play selffound on any league you want....


And your short and simplistic post ignores the fact that all the current leagues have drop-rates to reflect the economy rather than playability - the whole point of establishing a self-found league which de-prioritises trade and re-prioritises drops.


Imo it doesn't reflect the economy really, the map system is more to blame for this than anything else. It is entirely possible to have a reasonable experience playing self-found, the problem is people are trying to compare to an inherently more effective route, I'd go as far as calling trading a shortcut.

Granted, you may not LIKE the difficulty of the game self-found and I can't judge anyone on their preferences in that respect.

Edit: Not just the map system, but partying and MF gear too.

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