Self-Found (League) [Thread outdated!]

Is it so hard to understand that some players view alteration farming and trading as a joke and would just like to see more items drop. Running a mule to act 1/2 cruel just to pickup a reduced mana gem quest reward is silly. Give the self found player the tools needed to succeed, we'll do the rest.
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totalbackline wrote:
Is it so hard to understand that some players view alteration farming and trading as a joke and would just like to see more items drop. Running a mule to act 1/2 cruel just to pickup a reduced mana gem quest reward is silly. Give the self found player the tools needed to succeed, we'll do the rest.


The first semi-legitimate point I've seen, a gem. Though I'd argue something like reduced mana is a luxury, but it is a fair enough point. Particularly relating to main skills.
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MrMisterMissedHer wrote:

It is not debatable that more drops makes it easier. I don't even understand how you get to the point of trying to argue that. It is the very basis of your argument for SFL, you claim to feel screwed by the drops being based around the economy and feeling forced to trade. I'd be very interested to hear your views on the advantages of MF, that should be quite paradoxical.


As I said dude, you don't 'want' to get it.

Plenty of people in this thread have explained the situation in very great detail.

You choose to ignore them.

It's simple dude, instead of finding 5 Chaos orbs and buying XYZ yellow armour, you find 10 Chaos orbs and craft your own armour (numbers altering depending on difficulty).

The self-found is actually 'harder' because you do not have a 'choice' of what your 10 Chaos orbs will produce where as with trading you will be choosing 'exactly' what your 5 Chaos orbs buy.

Hence, the drop rate would be increased, firstly, because there is no 'economy' to 'balance' - so there is no 'need' for exalts (which are hardly ever actually used in an economy mode) to be 'uber rare' - but you still need tuns of them to be able to craft with them 'effectively' and so, secondly, because you 'need' more orbs to craft than you do to trade.

But the end result is still the same 'difficulty' by your rather 'obscured' concept of 'difficulty'.
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tpapp157 wrote:

You lift, bro?

I'm just pointing out all the holes in your argument and the best you can do in response is personally insult me. Congratulations.


No, your comparing apples to oranges because you have nothing to say, but like arguing.
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Cronk wrote:
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MrMisterMissedHer wrote:

It is not debatable that more drops makes it easier. I don't even understand how you get to the point of trying to argue that. It is the very basis of your argument for SFL, you claim to feel screwed by the drops being based around the economy and feeling forced to trade. I'd be very interested to hear your views on the advantages of MF, that should be quite paradoxical.


As I said dude, you don't 'want' to get it.

Plenty of people in this thread have explained the situation in very great detail.

You choose to ignore them.

It's simple dude, instead of finding 5 Chaos orbs and buying XYZ yellow armour, you find 10 Chaos orbs and craft your own armour (numbers altering depending on difficulty).

The self-found is actually 'harder' because you do not have a 'choice' of what your 10 Chaos orbs will produce where as with trading you will be choosing 'exactly' what your 5 Chaos orbs buy.

Hence, the drop rate would be increased, firstly, because there is no 'economy' to 'balance' - so there is no 'need' for exalts (which are hardly ever actually used in an economy mode) to be 'uber rare' - but you still need tuns of them to be able to craft with them 'effectively' and so, secondly, because you 'need' more orbs to craft than you do to trade.

But the end result is still the same 'difficulty' by your rather 'obscured' concept of 'difficulty'.


You're comparing it to something other than the baseline.

Let me do it for you with some simple reasoning:
If you had infinite drops relative to your current drops, would the game be easier?
If you had no drops, would the game be harder?
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DamageIncorporated wrote:
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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....

Ya think?
Pretty sure the OP is suggesting a self found league, where drops aren't influenced by the economy.

I'd love it. I's my #1 problem with PoE as it is atm. Hours of trash. Nothing but trash for hours and hours. Ohh, a unique dropped, guess what, you guess it , it's trash.
I do not like being penalized by the existence of a trading economy.


I know there about 10 replys like this I quoted this just as it was worded in a way I enjoyed...

What ARPGs have you all been playing where you don't farm for hours with mostly trash drops? They are all like this, always have been, it's the whole point of a arpg. ITEM HUNT !!! This is not a shooter or rts.
The drop rate is geared much more toward crafting than it is to trading. Believe me you can do fine self found gear even on onslaught though it does get hard.

The real problem with a true self found league is that the only way to accommodate a variety of builds would be to give players access to most or all of the skill gems early on, combined with better drop rates and one would have to assume higher currency rates the game would become incredibly easy and thus defeat the point of the game ie. skill/item progression.
Playing selffound even on HC/onslaught is pretty easy although it requires more of a time investment so no reason to make a league just for this.

If you claim to want to "compete" on the ladder or such nonsense I urge you to "compete" in a sport or quiz challenge or life.... Something that involves some sort of actual skill or knowledge. The word compete followed by the modifier of "in videos games" is Lols for sure.
Last edited by H4T3MONG3R#3676 on Aug 27, 2013, 10:10:49 PM
Having leveled a good number of characters to endgame, I think that the concerns over solo self-found play are inflated, but still valid. I agree that there is too much comparison with highly-visible players and that those comparisons fail to talk about the experience of leveling a character in itself. For most specs that I've played, there is a gradual ramping up of difficulty throughout as the screws slowly tighten. The only times when I've felt as though a build had positively stopped in effectiveness and become "non-viable" were builds that had no right to work in the first place; for example, a poison arrow firetrapper with no planning whatsoever and a meandering skill path that dead ended in mid-Cruel, and a dual-totem Explosive Arrow build that hit a wall in mid-Merciless due to my +2 Thicket and Ancestral Bond being too many levels away. (It later broke through this wall to become far and away the most effective build I've ever made.)

It's pretty clear that you can't just lower the gear ceiling and make it so that the top tier of players have nothing to strive for, and you can't simply boost drop rates in a game where players already have access to everyone else's drops through a trade system. Here's where I think the SFL partisan's points are being misconstrued. It seems like most of them are asking for a league with no player economy so that they can have gratification through crafing/finding the gear that they're wearing, rather than selling gear to collect currency to purchase build-appropriate gear. Presumably, a SFL would have tuned drop rates to make up for, at least partially, the massive benefit of trading. Regardless of whether the existing setup is 'viable' for self-found players, a self-found league would also have the benefit of making crafting gear throughout the game rational. In the existing leagues, it isn't.

This mostly has to do with a complete lack of "use it or lose it" currency mechanics in Path of Exile. All leveling advice focuses around skills that do exceptionally well with worse socketing, worse weapons, or easy-to-acquire twinking pieces such as Geofri's Baptism. In Diablo 3, Torchlight 1/2, Titan Quest and Grim Dawn, there are crafting/socketing mechanics tailored to different player levels which become obsolete later on. Each in its own way provides the player with resources to customize their gear which only work at that power level, so the player is not punished for using them sooner rather than later. In PoE, there are no such mechanics, so every alch or fusing used on non-endgame gear or maps is a piece of currency wasted. In the leveling process, it's usually more efficient to get by with whatever you've found than to use currencies which have the exact same effect on permanent pieces of gear.

I'm not suggesting any kind of change on this front one way or another--I'm just identifying a likely point of player frustration. One of the pieces of advice I give to new players is "hoard all currency until endgame, if you really feel you're stuck, buy something in tradechat for cheap. Do not craft anything." Maybe a "Lesser Orb of Fusing" is the solution to the midgame socketing problem, maybe it isn't. But I'm reasonably certain that one of the issues is players feeling that the only way to improve their power while leveling is to cannibalize their wealth.
Last edited by Uvne#0425 on Aug 27, 2013, 10:16:06 PM
[removed by Admin]
Self found league= Anti-Social gaming, period. I am so sorry in your personal life you are anti-social, refuse to see the light of day, go out with friends or family etc... but please do not bring your personal life and dictate to GGG an absurd idea of a self found league. This has to be in all of my video game hobby history the most ridiculous concept ever. I mean I post some crazy crap, but this... my God my cornea was just raped.

Edit: I applaud GGG with their patience with this thread... God knows I would just have locked this thread.

"Another... Solwitch thread." AST
Current Games: :::City Skylines:::Elite Dangerous::: Division 2

"...our most seemingly ironclad beliefs about our own agency and conscious experience can be dead wrong." -Adam Bear
Last edited by solwitch#4681 on Aug 27, 2013, 10:13:36 PM
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MrMisterMissedHer wrote:
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totalbackline wrote:
Is it so hard to understand that some players view alteration farming and trading as a joke and would just like to see more items drop. Running a mule to act 1/2 cruel just to pickup a reduced mana gem quest reward is silly. Give the self found player the tools needed to succeed, we'll do the rest.


The first semi-legitimate point I've seen, a gem. Though I'd argue something like reduced mana is a luxury.


Trading and self-found are inherently different playstyles and you can't balance for both of them without ruining one or the other. For example, the way it works currently promotes trading for that reduced mana gem. If you change it so anyone can get it easily, that's one less reason to trade diminishing the trading aspect of the game..... make enough concessions for soloers and you break the trading aspect.

I don't want GGG to break the trading aspect because many people enjoy that. I want them to add SFl so they can balance both playstyles without adversely affecting either one.

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