Self-Found (League) [Thread outdated!]

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ScrotieMcB wrote:


Regarding what should be:
Spoiler
I believe that cooperative play actually should be rewarded more than solo play — as even compensation players for the hassles of dealing with uncooperative people when runs into them, and as a bonus for successfully arranging in-game relationships with other players which are functional and effective. But that doesn't mean I think players should feel forced into doing so. The ideal level of "social bonus" is at the level where the average player is neutral about seeking out "blind date" relationships with normal players, for grouping with friends, and against grouping with assholes. This means balancing the "social" bonuses against the level of frustration of dealing with the average (totally random) player, and goes for both partying together and trading.
Spoiler


I completely agree with TheAnuhart here.

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Regarding what is:
Spoiler
I believe the general tone of both this thread and the original SFL thread in Suggestions greatly exaggerates the extent of the problem; it's not like the game is utterly unplayable in a self-found mode, and are scapegoating all of their "solo self-found" issues onto trading when other issues are also contributing to their despair: IIQ/IIR, partying bonus, trying to go melee or some similar difficult-to-gear build, or simply strategic errors on their part. There's way too strong of a tendency in this thread to act like trading is the single biggest problem in this game, when it's not even really top 5 (desync, map affixes/enjoyability, IIQ/IIR, totems/minions, and party bonuses/mapcost, in that order). But that doesn't mean I think there's no problem whatsoever, and it still might rank top 10, which means it definitely merits discussion. I agree that the ways which items improve through natural, self-found-style farming and crafting is weak enough that it pushes players towards the social interaction of trading, even when it's with assholes, so it does fail the basic litmus test.
Spoiler


Still droning on about trading! As far as I'm aware, the comments related to trading in the self-found threads, apart from yours, relate to the game being broken because it favours trading. Unfortunately, that appears to be the way it was designed, so it's unlikely to change. Other than that, self-found players simply don't want trading in their league.

The simple fact is, trading makes this game easy. Any league with trading enabled is by definition easier than self-found, even if that league were to have some sort of enhanced crafting mechanic.


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Regarding how to get to what should be: I believe that problems with the game should be fixed. What I don't believe is that problems with the game should be fixed for some, who choose to elect one option, while those who choose another option are stuck with the same old broken system.


Strawman anyone!


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If players want to add challenges, that's fine; and for that separate leagues are a good idea. But Standard League should, true to its name, set the standard: nothing in any other league should be "easier" than Standard, only harder and at the option of the players choosing it.


A self-found league would be, in every way, shape and form, harder than any of the existing leagues.

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So I guess I get cast as the boogieman. Thing is, I'm really not.


You're attributing far too much self-importance to your posts.
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TheAnuhart wrote:
Spoiler
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ScrotieMcB wrote:
I believe that cooperative play actually should be rewarded more than solo play — as even compensation players for the hassles of dealing with uncooperative people when runs into them, and as a bonus for successfully arranging in-game relationships with other players which are functional and effective. But that doesn't mean I think players should feel forced into doing so. The ideal level of "social bonus" is at the level where the average player is neutral about seeking out "blind date" relationships with normal players, for grouping with friends, and against grouping with assholes. This means balancing the "social" bonuses against the level of frustration of dealing with the average (totally random) player, and goes for both partying together and trading.


I've had this debate in many games of different genres over several years. And you kinda touched on the problems that 'extra reward' and 'incentives' produce, personally I don't agree that they should exist in the slightest.

We have people who like to solo exclusively.
We have people who like to group exclusively.
We have people who like to do both, to varying ratios.

What we hear, as you say in this quote, is that people should be rewarded/compensated for the extra organisation, cooperation and hassle. We also hear that it promotes socialising, rewards for socialising and makes for a happier, more intertwined, social community. I have problems here, here's why.

In a scenario where there are no extras, those who want to group do so when they want, those who don't, don't. People group with friends or with people who want to group because they like to group.

Once rewards and incentives are introduced;

1) A closed network of friends who always play together are rewarded for doing so, they would do so any way, they are playing how they always would, we should note, also, that while being social among themselves, they are often completely segregated from the rest of the community and in fact, as seen in many guilds, will outright deny access to outsiders.

2) People who have no intention of ever grouping will still not group and are not rewarded, this is effectively a penalty.

3) People who would rather solo, but could be tempted with incentives, may group. We are rewarding these people for playing such a way that they would rather not.

4) People who don't give a shit about anyone but themselves and as much fat loot as they can get, will group no matter what their personal preference is and without a care for anyone else who they group with.

5) People who would rather group but don't have a closed party of friends will group, as they would any way, being social with like minded people, they are rewarded for doing what they would any way.

Group 1 are being rewarded for doing as they would, any way and are closed off from the community.

Group 2 are penalised.

Group 3 are doing what they would rather not.

Group 4 are just out for themselves and are the 'uncooperative people' mentioned in the quote. And hey, look, they now get rewarded for being douches.

Group 5 are being rewarded for doing what they would any way and compensated for putting up with the people that they now need to put up with much more because the compensation/incentive system is in place to start with.
I think what you're failing to pick up on is that the purpose of such a system is to funnel people into Group 1 over time. Generally speaking, the idea is to push Group 2 to Group 3 to Group 5 to a kind of "super" Group 1 (interlocking networks of "closed" playgroups), while minimizing the effects of Group 4. This means making the push gentle enough that players are still comfortable staying in the group they are in (the advantages, while present, aren't overwhelming and can easily be skipped), thus the pressure to do things they rather wouldn't do is about "80%" mitigated, thus Group 4 isn't fed once players find out what they're up to.

I guess this means that, yes, I think the game should actively promote in-game community and social gaming. This is a fully online game, and for the majority of the population (not everyone, just most) it should feel like one; we don't want PoE to be entirely people playing solo and not interacting with each other. I imagine as long as group bonuses exist, some players will feel as if they're being prejudiced against, and to an extent they are, and even should be... the game should compel you to at least try partying up a few times, see if it's really as bad as you thought it would be, and to at least try doing some stuff on Trade Chat, and I mean legitimate tries here. But the thing is, it shouldn't push it so hard that, if you find you don't like partying or trading, you still feel compelled to continue. It should be easily "live-without-able." Admittedly, that can be a really difficult balance; do nothing and you end up with a sparse community, do too much and you end up with a community where everyone is forced to get in line.

What we can agree on: as things currently stand that balance isn't even close; the advantages of grouping, especially in low- and mid-maps, are overwhelming, far beyond what I'd consider reasonable.
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Kellog wrote:
The simple fact is, trading makes this game easy. Any league with trading enabled is by definition easier than self-found, even if that league were to have some sort of enhanced crafting mechanic.
You don't seem to get it. A new league should not be a balance thing, ever. I don't care if the consensus of 99.9% of players is that a new league is harder... if there is anything that is even slightly easier about it, it is wrong, because new leagues aren't about balance, they're about challenge. Fourist wants to see how hard it would be; you're just trying to get a sandbox where your playstyle is buffed.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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ScrotieMcB wrote:
you're just trying to get a sandbox where your playstyle is buffed.


So what? I don't see anything wrong with that playstyle. That playstyle should be very enjoyable and right now its only somewhat passable with most players saying they don't like it at all.

Im not really biased one way or another since I will stick to standard regardless. If they did add a self found I would probably play it to since I enjoy finding stuff more than I do trading for it but I would never abandon the standard way of playing.
Standard Forever
@ScrotieMcB

Sorry for a not particularly detailed reply to your well thought out ones, but why exactly is it that all new leagues should only exist for a challenge instead of to balance or make the game more enjoyable for a certain type of player?
IGN
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ScrotieMcB wrote:


...and to at least try doing some stuff on Trade Chat, and I mean legitimate tries here.


Just how difficult is it for you to understand? I don't want to trade with anyone ever! Feel free to trade all day log if you wish, just stop trying to get everyone to play the way you'd like them to.

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You don't seem to get it. A new league should not be a balance thing, ever. I don't care if the consensus of 99.9% of players is that a new league is harder... if there is anything that is even slightly easier about it, it is wrong, because new leagues aren't about balance, they're about challenge. Fourist wants to see how hard it would be; you're just trying to get a sandbox where your playstyle is buffed.


Play completely self-found to end game, such as it is, then come and tell me it's easier than any league with trading enabled. It certainly much harder under the current regime and would still be harder even if they 'buffed' the crafting aspect.

With trading enabled, if I needed, for example, a specific gem, other than a reward item, I can simply buy it. Likewise with virtually any item. With trading enabled progression is virtually guaranteed, regardless of the time it takes to actually trade. With SFL, progression is only possible through items found or crafted.



Edit for clarification.
Last edited by Kellog#5737 on Sep 6, 2013, 10:17:20 PM
Scrotie is still hurting from the Loot Changes. It was consensus that drove those changes, and apparently it destroyed his playstyle.

Conveniently ignoring the fact that SFL is not a global change to the game, and does not require participation, he has still lumped it into the same category of "travesty".

Just go and read page 65 in the Suggestions SFL thread, and you will understand why he will oppose a SFL with the burning fury of hellfire until his dying breath. It has nothing to do with logic anymore, and is the reason I gave up expecting any serious debate from him on this issue, long ago.

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ScrotieMcB wrote:
I don't care if the consensus of 99.9% of players is ...


As if this wasn't obvious already. If you aren't a Scrote's Hardcore Bro (tm) your views mean jack.

Carry on.

SFL:
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MierenEronaile wrote:
Sorry for a not particularly detailed reply to your well thought out ones, but why exactly is it that all new leagues should only exist for a challenge instead of to balance or make the game more enjoyable for a certain type of player?
Imbalance should to be eliminated, not just separated.
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Kellog wrote:
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ScrotieMcB wrote:
...and to at least try doing some stuff on Trade Chat, and I mean legitimate tries here.
Just how difficult is it for you to understand? I don't want to trade with anyone ever! Feel free to trade all day log if you wish, just stop trying to get everyone to play the way you'd like them to.
That's what the guy said about the green eggs and ham. How much experience do you actually have? (No, I'm not looking through your previous posts to find out.)
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DijiGo wrote:
It has nothing to do with logic anymore
Logic and emotion are not mutually exclusive.
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DijiGo wrote:
If you aren't a Scrote's Hardcore Bro (tm) your views mean jack.
If I really believed people's views didn't matter, I wouldn't even both posting. Also, I have no problem with Fourist; explain that.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Sep 7, 2013, 12:25:11 AM
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ScrotieMcB wrote:
Logic and emotion are not mutually exclusive.


I never said they were, I am saying that your stance on this issue is devoid of logic. I explained why in my last post, and I've cited your own words in another thread to support that explanation. Nothing further to say on this point.


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ScrotieMcB wrote:
** If I really believed people's views didn't matter, I wouldn't even both posting. I have no problem with Fourist; explain that.


That was the post where unlike Fourist, you referred to the rest of us as ** "haters" that are trying to "cheat progression". Seriously? Just fuck off.

Last edited by DijiGo#2281 on Sep 7, 2013, 3:05:57 AM
Again, how do you balance trading and crafting? I'll grant you that making orbs untradeable would be good. But surely you must know that isn't going to work without a wipe, and even if a wipe were possible it would still piss a lot of people off.

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