...::: SFL Poll results and conclusions :::...

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glh5 wrote:
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morbo wrote:
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Aim_Deep wrote:
I dont know what any of those terms mean in your first two bullet points but post overall sounds good to me. As long as you can progress then why need for self found leagues?


You can progress, but it's dependent on luck (eg. you might not find a skill gem for a looong time). Traders progression is not dependent on luck (even maps can be bought)

Why the need for a self-found league? Because such a league will have a level playing field, while the current ladder is a den of RMT cheaters.


I have this problem now on my fresh self found character. Level 74 ranger and still no reduced mana yet. Cannot use Hatred and Grace at the same time. I know level 74 is low still but perhaps I will make a mule soon :(


I could see this as a problem. However back in the day when games were off line and truly self found you built around what you found not chose a build first then go looking for the particulars that make the build work. Thats a big problem with internet. You see all these traders OP builds running like 5 auras sick gear and are all like "I should be able to do that too" and maybe you should self found but then place has to rain drops to account for every permutation you may wish to build in a non trading environment. Drops wont feel very special anymore.
Git R Dun!
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2ofSpades wrote:
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DirkAustin wrote:
Saying a SFL would be good for a fair ladder is also a lame excuse.


It is the same logic that is used to split hc from sc.


The same logic you say?

>In a HC if your character died you’re out of the league. This means, you must play at a different level - mistakes become very costly, much more so at high levels. Just think of the tension a HC player deals with when equipped with 100+ ex worth of gear and risking it all. This, most defiantly adds to the experience - suspense and danger, resulting in adrenalin rushes and damn near heart attacks when you come near death.

Another thing about the HC leagues is that you are only able to play with other HC characters, so you know everyone in your group is in the same boat - sometimes causing situations where you risk your characters life to help/save another player etc. also the economy is much better because of good items constantly getting removed.

That’s a whole lot of value for a league – no wonder its in so many ARPGs!

>In a SFL it means you are alone, you cannot join other players. The only purpose of this whole league would be so you can compare yourself with other players also playing solo.

A whole league so people can play solo?! Never mind that most of us already play solo in the other leagues most of the time unavoidably– that’s not good enough! You need to “compete” with other people all playing solitaire? There is NO value at all here; all it does is demand the least desirable game mode.



I remember reading literally hundreds of posts on this very forum from players who HATED having to play solo because they were afraid of “loot tension” so now we have “looting options” to accommodate them. What happened? The WHOLE GAME became permanent allocation! Not just for new players or those who where paranoid, but EVERYONE. Why? Because it’s easier! NO KIDDING. You can’t argue this, I join SA games all the time and when they get changed to PA, I ASK THEM and I always get some answer like “we don’t have to worry about looting and can just fight” etc.

This game was diminished in an effort to help people who were afraid of public games, now we need a permanent league to accommodate those who STILL won’t play public games? REALLY? NO. There is no need or anything gained in dividing the player base on this preference.


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bluefalcon74 wrote:
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ScrotieMcB wrote:
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desrocchi wrote:
That's just because you choose to focus on what a SFL would take away. What gets enabled is a rewading solo gameplay.
How? Removing trading, in and of itself, does nothing to make solo gameplay rewarding, because players can already choose not to trade.
[By the same logic,] HC leagues aren't needed either because players could simply choose to delete their characters if they die.
Quotehackery removed.

But to answer your (implied) argument: It's different because, unlike self-found (which has no economy), there are economic implications. If everyone was playing self-found, then yes, there would be absolutely no reason to have separate Hardcore leagues, because players could just self-delete (and the ladder could easily track which players have zero deaths). However, Hardcore players want an environment where, when other players die, their gear is no longer economically available. The point of a Hardcore league is not "when you die, you're done," it's "when players die, it's a gear sink."

Would I support self-found tags which would be added to ladder rankings, and confer no droprate or other benefit whatsoever (pure bragging rights)? Yes, I definitely would; I think this is something GGG should do soon.
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 Feb 7, 2014, 3:15:02 PM
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ScrotieMcB wrote:
But to answer your (implied) argument: It's different because, unlike self-found (which has no economy), there are economic implications. If everyone was playing self-found, then yes, there would be absolutely no reason to have separate Hardcore leagues, because players could just self-delete (and the ladder could easily track which players have zero deaths). However, Hardcore players want an environment where, when other players die, their gear is no longer economically available. The point of a Hardcore league is not "when you die, you're done," it's "when players die, it's a gear sink."


HC is about "when you die, you die" first.
But noone will believe that you self-deleted char, this is why HC is dumped into separate league.

Those passionate about economies get second economy as extra.

I played SF in D3, there were no /deaths so I couldn't prove anything.
The argument goes this way:

Imagine a game with softcore as default and only mode.

Now people want to play and not die.
They can't prove anything to other people, they can't play with same people, they don't have ladder.
Devs implement public /deaths.

This is not enough.

What to do with gear?

Devs implement /deaths on gear(!).

This is not enough.

Because one can build char that die all the time, farm enough gear and build final char which didn't die.

Technically, char didn't die and gear didn't die but this is not the same.

What to do with grouping?

If SC group carry HC char, this is not the same for obvious reasons.

Devs can add moar technical restrictions.

In the end, it is cheaper to dump HC people into separate and get second economy as bonus.

----------

This is why "don't trade you don't want" is weak.

Honest HC _requires_ technical restrictions to maintain internal consistency and keeping people in check, but SF is denied of similar restrictions.
Chris HATES self-found ergo it will NEVER be in POE.
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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Ten_of_Swords wrote:


This game was diminished in an effort to help people who were afraid of public games, now we need a permanent league to accommodate those who STILL won’t play public games? REALLY? NO. There is no need or anything gained in dividing the player base on this preference.



I just wanted to point out that a SFL does not necessary mean playing solo. Most supporters that I have seen still want multiplier.
Standard Forever
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Ten_of_Swords wrote:
The same logic you say?

>In a HC if your character died you’re out of the league. This means, you must play at a different level - mistakes become very costly, much more so at high levels. Just think of the tension a HC player deals with when equipped with 100+ ex worth of gear and risking it all. This, most defiantly adds to the experience - suspense and danger, resulting in adrenalin rushes and damn near heart attacks when you come near death.


Playing for the challenge. Self found players do this as well. Instead of the ever loomping permadeath, there is the ever random permallocation. You have to play around what drops for you.

Spoiler
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Another thing about the HC leagues is that you are only able to play with other HC characters, so you know everyone in your group is in the same boat - sometimes causing situations where you risk your characters life to help/save another player etc. also the economy is much better because of good items constantly getting removed.

That’s a whole lot of value for a league – no wonder its in so many ARPGs!


SFL players want to play with other SFL players who have not benifited from those that have traded. Thus everyone is in the same boat. Also, there is no trading so the economy is as stable as it will ever be.

That's a whole lot of value for a league - no wonder why people would like to have this in an ARPG!

Spoiler
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>In a SFL it means you are alone, you cannot join other players. The only purpose of this whole league would be so you can compare yourself with other players also playing solo.

A whole league so people can play solo?! Never mind that most of us already play solo in the other leagues most of the time unavoidably– that’s not good enough! You need to “compete” with other people all playing solitaire? There is NO value at all here; all it does is demand the least desirable game mode.


Wrong. SFL = sefl found league. I don't see the word solo in there. I think you are thinking of a solo self found league. In which case the only reason to have the league would be to look at the league rankings like in the solo races.

SFL is a league where you can play with other SF players. We enjoy it for the same reason HC players like their HCL.

Spoiler
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I remember reading literally hundreds of posts on this very forum from players who HATED having to play solo because they were afraid of “loot tension” so now we have “looting options” to accommodate them. What happened? The WHOLE GAME became permanent allocation! Not just for new players or those who where paranoid, but EVERYONE. Why? Because it’s easier! NO KIDDING. You can’t argue this, I join SA games all the time and when they get changed to PA, I ASK THEM and I always get some answer like “we don’t have to worry about looting and can just fight” etc.


Sounds like the people that wanted permanent allocation were the majority then. Why is this a bad thing if people want it?

Spoiler
"
This game was diminished in an effort to help people who were afraid of public games, now we need a permanent league to accommodate those who STILL won’t play public games? REALLY? NO. There is no need or anything gained in dividing the player base on this preference.


Again SFL =/= Solo League
SFL = Self Found League
as in you find all the items for yourself. Nothing more, nothing less. Anything else added to that are addition rules.
Last edited by 2ofSpades#4172 on Feb 7, 2014, 6:21:50 PM
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iamstryker wrote:

I just wanted to point out that a SFL does not necessary mean playing solo. Most supporters that I have seen still want multiplier.


OK so,every item that falls, even white would need to be bound to each character even if everyone else in the group left the zone. Might as well make all loot individual and not see what others get. Each character would have to have their own individual stash separate from every other character on that account.

All this just to prevent the ability to trade... When in reality, trading is NOT the real problem anyway, its the "flippers" and "mr moneybags buys RMT" that are the real issue at the bottom of all this - and that is where we agree at least. It's a real shame that you cant have one without the other.

however... maybe. If you did have an arrangement as above (individual bound loot/no trading), then add a public auction board - where each char could only sell one item at at time (but not trade directly) items could be priced in orbs - you could have a kind of trade that could be controlled and very tricky to abuse... I once played an online game that had a system like this and when friends wanted give items away they would tell them the exact second the item was going up - they would price a super good item for maybe 1/100th value, and their friend who knew exactly what kind of item to look for, was ready to buy it immediately. Once I figured out what they were doing I started sharking the auctions refreshing it constantly and got pretty rich buying stuff before the other person could get it - foiling their transfers. no RMT seller would dare try this, and it was the best way people came up with to subvert it.

At this point though, we are talking about something very different then what PoE is now.
This would not be a 'flavor' league, it would be a 'better' game. (if it really worked) - and if that came to be, then ALL leagues should use that rule. (shared guild and account stash tabs would become useless)

Something like this does not necessarily have to negate all loot modes either - granted it would be possible for 5 people to agree to let the 6th guy pick what he wants first when looting. (slightly unfair behavior is possible) But that's a far cry from from trade manipulation to become rich or selling items directly. (even in a FFA loot mode, items that did not fall directly from monsters could be locked or invisible just like the PA mode - still no trading...)

EDIT... never mind about the trading suggestion, as again, with auction houses the "buy low sell high" crowd would take it over. - even if there was a fee etc.

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2ofSpades wrote:

It depends on whether the league has character bound items or account bound items. Self found league does not mean that you cannot share items across other characters from the same account in that league. That would have to be an additional rule.


thanks for clearing that up, and my apologies for not reading what your suggestions are before commenting on them. - I was always under the impression the SFL was solo and single character no trade.

3rd edit: I missed this earlier:

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2ofSpades wrote:

Sounds like the people that wanted permanent allocation were the majority then. Why is this a bad thing if people want it?


If the majority wants something then its justified? Since when? This is not game design by mob rule. This was a design decision that belonged only to the makers of the game. I feel strongly that GGG was "petitioned" to change their game against what they thought was better game play. The idea of options was seductive enough to go through because it sounded like a compromise to enough people.

I don't think GGG anticipated the dominating role of the PA usage - the real problem is that even players who enjoy loot tension do NOT enjoy fighting over things if they can avoid it, all it takes is for a small group to trend to one setting for it to be totally dominate because in a group of 6 players there will always be at least one person that will ask for PA loot setting and nobody will argue with them.

I'm ashamed to admit it, but when I host public games I dont even bother now, I just use PA like everyone else - even though I feel that public games are not nearly as fun with PA its just not worth the trouble. When its a choice the most important aspect of what "loot tension" did for the game are lost anyway.

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Ten_of_Swords wrote:
Each character would have to have their own individual stash separate from every other character on that account.


It depends on whether the league has character bound items or account bound items. Self found league does not mean that you cannot share items across other characters from the same account in that league. That would have to be an additional rule.

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