Self-Found (League) [Thread outdated!]

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Kellog wrote:
This is probably the best post I have read, between the two main threads, regarding SFL.


Do me a favour, would you?

Edit that auto-correct typo in the spoiler, 2nd word [consider].

It's annoying the feck out of me!! -_-
Casually casual.

Some very serious issues regarding the mechanics of a self-found league have not been discussed in full at all in either of the two big threads. Touched on by some, but very open to sabotaging what some believe is the correct way to proceed with a self found league.

1) The guy who made the excellent Shavrones joke - if you are a life build Shavrones drops it will have zero value. Which is correct and the whole point of a self-found league.

Some people then intimated that they would keep it for a new build... which brings into play the very important topic of: Should loot be character bound or account bound. To which the answer 'must' be character bound - otherwise you'll just offer the same incentives to botting to fast-track the content and flash their epeens to everyone causing malcontent. Account bound would also mean that all additional characters a player creates will be starting from a non-self-found position.

If self-found remained account bound then the self-found element would only be valid for your first character and be, essentially, pointless in the long-term.

IMO

2) Should partying be permissible or should it stick to being a solo-self-found concept. To which the answer to this will rely entirely on how the mechanics of the partying are implemented, how the loot is allocated, how to prevent 'sharing' and to what extent the monsters are stronger than if playing solo and, most importantly, how the loot drops are affected.

Someone who parties but does not kill anything, just leeching in the background, is not in the slightest adhering to the principle of self-found.

Parties will still demand MF and have build restrictions and preferences, all of which goes against the principle of build variation (the sharing info about new viable builds being the primary social benefit of self-found).

So while partying can work in a self-found model, it really does have to be approached with such precision or it could nullify the principle to a state of mockery if implimented even slightly liberally.

IMO

I completely disagree with the character bound idea. I am a big supporter of a self found league but I am not interested AT ALL in character bound items. The point of playing self found is not to ONLY find items for the character your using at the time but for your other characters as well.
Standard Forever
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iamstryker wrote:
I completely disagree with the character bound idea. I am a big supporter of a self found league but I am not interested AT ALL in character bound items. The point of playing self found is not to ONLY find items for the character your using at the time but for your other characters as well.

Not only this, I would guess that it makes loot even more unforgiving considering
that most items will be indeed the famous "vendor trash" then.

Finding interesting items normally gives incentives to make new characters using this items.
I agree however with the sentiment. Every character over the first one would profit of earlier accomplishments.


As for the second point of discussed post:

I agree, there needs to be differentiation between solo and group play under the current system.
Therefore I included other suggestions (also Scrotie's ones) into the main posts,
to hind that it is a complex system including many effects.
Last edited by Nightmare90#4217 on Aug 30, 2013, 9:00:27 AM
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ScrotieMcB wrote:
Spoiler
DISCLAIMER: All opinions regarding Gomi's activities are my own personal conclusions based off about 20 minutes of research into his previous activities. I cannot prove anything and my opinions should be taken as opinions, not statements of fact.
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lethal_papercut wrote:
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ScrotieMcB wrote:
Trading barely provides an advantage at all.
Spoiler
Grouping in maps to split map cost? Pretty huge advantage.

Grouping with a dedicated Culling MF, when you have zero IIQ/IIR yourself? Also pretty huge advantage.

Trading? People are not that stupid; items worth a Chaos to you tend to be traded for... around 1 Chaos. In a way it's an intrinsically PvP system, if you're buying then the seller keeps you from benefiting too much, if you're selling then the buyer keeps you from benefiting too much. This isn't Diablo 3 where trading means a better alternative to vendoring; if you try that you'll be frustrated spending hours in trade chat with no one willing to buy your crap, because only good items are worth trading. It's value for value in PoE.

I have no doubt that many of you are frustrated solo players. I understand, because there are some extreme disadvantages to solo play in this game. But scapegoating trading for huge advantages it doesn't provide is just wrong.

Furthermore, even if you were right, even if the main leagues had all these problems... the answer is not to run away like cowards. Stand and fight; if you think something is wrong with the game, suggest that it be fixed for all leagues. The Self-Found League isn't about fixing the game — it's about playing a different game on the same servers. Fuck that shit. We're all in the same boat here, so if you want something fixed, fix it for everyone.
I cannot believe this post exists...mind=blown.

I would like to direct you to this thread where a guy who flips is musing over how to spend his 3000 Exalts. THREE THOUSAND. Here is his trade thread.

Now tell me "Trading barely provides an advantage at all." ...wow
That isn't trading; that's ripping people off. If you expect me to balance farming against the practice of conning people out of their Mirrors, well, it's not going to happen. Scamming is apparently pretty profitable, but never in a net sense; the scammer is just taking from the victim, who loses value, and the value in the overall system hasn't changed at all.

Only exchanges between honest players, for mutual benefit, can seriously be considered here. This does, however, include some forms of arbitrage. For example, take a 6L flipper; he buys popular items like Lioneye's and Shavronne's without links, crafts them up to 6Ls himself, and resells them. Because the buyer doesn't have to deal with the RNG of the whole thing, the 6L flipper charges a premium beyond the average cost in Fusings, essentially a convenience fee for a RNG bypass. The flipper is clearly profiting from trading, but it isn't unfair profit; it makes sense for the buyer to pay the fee if he needs the insurance. After all, the flipper is taking on the risks of dealing with a streak of bad Fusing luck. There's nothing illegitimate about this, and it is a viable, trading-based path to wealth (which "3000 Exalts guy" no likely used in addition to his scams).

Does this insurance help the fledgling late-game player? Perhaps. Does providing this insurance help the flipper? Definitely. But let's not exaggerate and pretend this is some kind of overwhelming advantage. Reasonable people aren't willing to go that far past the expected Fusing cost of a 6L.

Trading helps. No doubt about that. But pretending like scams are only examples of trading profit, and not of trading loss (trading as disadvantage), is only looking at half of what's going on. And with fair trades, acting like players are routinely doubling their money is flat-out wrong. It's an advantage, but nowhere near on the same league as having great IIQ/IIR or splitting map costs.


I've come down on you hard in other areas Scrotie, and I posted the "research links" you probably used in the original thread. I would be remiss if I didn't take the time to Thank You for following up on that. I'm glad we can for once agree on something.
Anarchy/Onslaught T shirt
Domination/Nemesis T shirt
Tempest/War Bands T shirt
a) Stash shared, of course
b) No chance of partying, of course, otherwise it wouldn't be called "solo" or "self found"
c) Some way to increase the playability of the game, this is the only point that we can only argue about (chance of orb drops augmented, more uniques, more monsters, more loot, etc)

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If self-found remained account bound then the self-found element would only be valid for your first character and be, essentially, pointless in the long-term.

Self found is meant for the person, not the character lol. Self found = no trade & playing by what you have and what you find without interacting with other people
i like this game. i mean have you seen how powerful is the barbarian
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Cronk wrote:
Some very serious issues regarding the mechanics of a self-found league have not been discussed in full at all in either of the two big threads. Touched on by some, but very open to sabotaging what some believe is the correct way to proceed with a self found league.

1) The guy who made the excellent Shavrones joke - if you are a life build Shavrones drops it will have zero value. Which is correct and the whole point of a self-found league.

Some people then intimated that they would keep it for a new build... which brings into play the very important topic of: Should loot be character bound or account bound. To which the answer 'must' be character bound - otherwise you'll just offer the same incentives to botting to fast-track the content and flash their epeens to everyone causing malcontent. Account bound would also mean that all additional characters a player creates will be starting from a non-self-found position.

If self-found remained account bound then the self-found element would only be valid for your first character and be, essentially, pointless in the long-term.


Self [account] found, is all about the long term :)

That's the thing, your average self found player doesn't want instant, they want longevity, progression. We build an account, of several characters, slowly, as opposed to the 'dress a doll to order' type gaming that, sadly, aRPGs have become.

I could say it's surprising, the attitude that we see in regards to the scenario of 'if item x drops and your character can't use it, lol', but really, it isn't surprising at all.

Your average gamer today sees only currency wealth in a drop. Any item they want, they want to know how much it will cost them. Any item they drop, they want it converted to orbs. But this is a far stretch from how 'we' play, and how 'we' see items.

My wander dropped a Kaom's Heart. I rolled a pulser.
My pulser dropped a Lioneye's Glare. I rolled a ranger.
My ranger dropped a perfect 50/40 Searing Touch. I rolled a discharger.
My wander, while trying to craft an ele wand, produced a sick phys wand. My ranger alched a 900 ES chest. I rolled a CI phys wander.

All these characters were made because of drops, the value was never even considered in orbs, the value was in how I, my account, my current OR FUTURE characters, could use them.
Casually casual.

Last edited by TheAnuhart#4741 on Aug 30, 2013, 9:21:16 AM
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Cronk wrote:

If self-found remained account bound then the self-found element would only be valid for your first character and be, essentially, pointless in the long-term.


Just how long term are you talking here... To fully gear more than one character purely self found would take well... forever.

There is a 500 dps 1h somewhere in the anarchy trade threads, thats real endgame loot. Gl getting something even remotely close to that, lets say 400, drop on the right character for it if you played bound to character...

You would have to have only 1 character for that league, or itd be painfully depressing to have drops for your other characters on ones that didnt need those drops.. urg.

Now that is a league I would never touch.
IGN
Self found league WITHOUT A LADDER!

Problem solved. I would play this exclusively.
Crafting doesn't exist in POE. Gambling does...and the house always wins.

Velocireptile - I LOL'ed. Which made me fart. I wish the office were empty right now :(

Hardlicker - I had to push the dog out of the way so I could get to the sexy quilt.
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Coolguy wrote:
That's the thing, your average self found player doesn't want instant, they want longevity, progression. We build an account, of several characters, slowly, as opposed to the 'dress a doll to order' type gaming that, sadly, aRPGs have become.


This should make some people reflect, really, it's sad. Or, it's not sad if the type of the game is "Trading Hack and Slash"

At this point, why not making something like, an editor, where things like skills, items and such costs points, lol.
i like this game. i mean have you seen how powerful is the barbarian
Last edited by Qarak#2415 on Aug 30, 2013, 9:34:03 AM

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