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Chris wrote:
Skill matters in combat. Skill matters in races. Skill matters in PvP. Skill matters in trading. Skill matters when checking the vendor and knowing what to look for. Skill matters when looking at white items on the ground and realising that one of them has chromatic sockets or is a really high itemlevel.
Funny how when you go further and further down the list the less they have to do with Action in the RPG. And then you realize RNG still determines majority of the factor in races, PvP (hardly anyone even attempts PvP). There's actually very little skills involved in combat because of the ARPG nature (Spamming the same skills over and over again with positioning mattering very little, if you are not facerolling you are losing efficiency and gets no reward for fight everything with low hp (as in one shot kill) and manually dodge) and defense works, hence why all the top players invest majority of their effort in defense gears and life nodes.
Last edited by Randomzx#0844 on Dec 8, 2013, 5:54:53 PM
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Posted byRandomzx#0844on Dec 8, 2013, 5:47:48 PM
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Chris wrote:
Thanks for the great post and discussion. This kind of constructive thread is very helpful.
I'd like to present my opinion on this. It doesn't necessarily represent any changes we're going to make.
If we had no currency items, our item system would be similar to older action RPGs like Diablo 2. You'd have to rely on finding rares as you play. Some of those rares would (by chance) be appropriate for your character, and others could be traded. We have a similar drop rate of rare items.
The addition of currency items like Orbs of Alchemy and Exalted Orbs allow players to modify their items in a more directed way. The extent to which this game system is important depends on how often they drop.
If alchs and exalts drop every minute then players would have easy access to masses of rares, all with six mods. This would create an extremely crafting-heavy game and content would have to progress steeply in difficulty to compensate. Rares would quickly "converge" so that everyone had top-5% ones.
On the other hand, if the currency items dropped extremely rarely, then players would almost never get the chance to create a rare or to add mods to one. They'd be relying *almost* entirely on item drops, so it'd be far harder for items to converge on the best rares.
This continuum, controlled by currency drop rates, dictates both the difficulty of the game, but also the amount of expected item manipulation that players need to engage in to gear up for Merciless.
Players play Path of Exile more efficiently than we imagined when we initially set the currency drop rates (which have remained mostly unchanged since then). Players are concentrating their item rerolls into fewer and better items than we intended. While this level of end-game item manipulation is often described as really fun, it has the problems that you've discussed in this thread. One way to address this would be to reduce the drop rate of higher currency and also make content easier. I am very aware that if we did this, people would complain that we nerfed currency drops and dumbed down the game difficulty. We'll find a better solution!
One thing I learned from launching Path of Exile is how difficult it is to modify a game once it's live and people are relying on enjoying their current characters. As much as I'd love to make sweeping changes to try to improve how fun and satisfying the item system is, we have to be mindful to do it in the correct way so that the silent majority aren't upset at the changes.
ofc very nice to see a answer like this , altough i have to say whats with the last part ,????
make the game easier and make currency drop less frequent.
I dont get that point at all. i have 4 80 plus chars and i foud 2 exaled orbs which translated into 300 accuracy on a spell dagger and intell on a phys dagger.
I really dont see why not keep the drop rates for chaos/alchs same and double exalt drop rates. So ppl can try from time to time to imrove their gear with crafting . and not beeig forced into flipping items. like all current crafters do.
I dont want to get flodded with exalts but finding 2 in that huge ammount of time i played makes crafting(improving the items u found not making perfect items) totally impossile. if i had found like 4 to 10 i could have goten at least one usuable stat added on my used items(prbly).
and i wouldnt care at all if stuf gets more expensive when more exalts drop. It would just be awsome to be able to use an exalt without feeling like an complete idiot .
I actually think the trding part in this game is fine (just remove flippers but we)
But the game shold not be balanced about trading.
Also crafting idea nr 1:(all numbers are placeholders pretty much) .
why not include other rare items into crafting .ur item plus 10 rare items witch have 1 stat in common (same roll bracket) plus 2 exalts gives u item with that stat added .
or make it 100 or 5 exalts or smting , just make it so u actually can slowly accomplish smthing without relying 100% on rng.
also make 6 linking different, each fusing on the item impoves the chance (or the last gets 100% chance of 6 linking.
dont make it cost less fusings make it a 100% 6 link after 3,5 k fusings or more or less.
But now u might have saved up 3 k fusings (all u ever found for a real long time)
then u use all and have nothing . as if u never invested anything in that item.
and after having 3 k more u might as well get nothing.
I would never ever try to 6 link smthing myself not becasue i dont want to use 3 k fusings for it.
But im afraid of spending 5 k fusings and having nothing more then a 4 link .
just make us be able to slowly improve our gear , turn rng down slightly plz
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Posted bykarlklaps#7622on Dec 8, 2013, 5:55:26 PM
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TheAnuhart wrote:
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Chris wrote:
Thanks for the great post and discussion. This kind of constructive thread is very helpful.
I'd like to present my opinion on this. It doesn't necessarily represent any changes we're going to make.
If we had no currency items, our item system would be similar to older action RPGs like Diablo 2. You'd have to rely on finding rares as you play. Some of those rares would (by chance) be appropriate for your character, and others could be traded. We have a similar drop rate of rare items.
The addition of currency items like Orbs of Alchemy and Exalted Orbs allow players to modify their items in a more directed way. The extent to which this game system is important depends on how often they drop.
If alchs and exalts drop every minute then players would have easy access to masses of rares, all with six mods. This would create an extremely crafting-heavy game and content would have to progress steeply in difficulty to compensate. Rares would quickly "converge" so that everyone had top-5% ones.
On the other hand, if the currency items dropped extremely rarely, then players would almost never get the chance to create a rare or to add mods to one. They'd be relying *almost* entirely on item drops, so it'd be far harder for items to converge on the best rares.
This continuum, controlled by currency drop rates, dictates both the difficulty of the game, but also the amount of expected item manipulation that players need to engage in to gear up for Merciless.
Players play Path of Exile more efficiently than we imagined when we initially set the currency drop rates (which have remained mostly unchanged since then). Players are concentrating their item rerolls into fewer and better items than we intended. While this level of end-game item manipulation is often described as really fun, it has the problems that you've discussed in this thread. One way to address this would be to reduce the drop rate of higher currency and also make content easier. I am very aware that if we did this, people would complain that we nerfed currency drops and dumbed down the game difficulty. We'll find a better solution!
One thing I learned from launching Path of Exile is how difficult it is to modify a game once it's live and people are relying on enjoying their current characters. As much as I'd love to make sweeping changes to try to improve how fun and satisfying the item system is, we have to be mindful to do it in the correct way so that the silent majority aren't upset at the changes.
I bolded the problem.
If this said crafting mat, bound crafting mat; the loot find game, the economy and the crafting system wouldn't be the impossible dream it currently is, and will remain.
This game has no crafting mats yeah, the currency items are better used as money to buy stuff from people. Using them to try and craft something yourself is like buying scratch-and-win lottery tickets at 7-11 hoping to get rich. Perhaps the game was designed around this, hence why they are called currency (money?) rather than crafting materials, so in that sense, those of us who play self-found are really doing ourselves a disservice.
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Posted byMaelthor#0795on Dec 8, 2013, 5:57:16 PM
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karlklaps wrote:
also make 6 linking different, each fusing on the item impoves the chance (or the last gets 100% chance of 6 linking.
dont make it cost less fusings make it a 100% 6 link after 3,5 k fusings or more or less.
JUST NO!!!
Imagine, if you will..
You have a rather nice bow you found, it's better than the one you use, the one you use is 5 linked. You aim to 6 link this one and replace the 5 link you use.
1000 fuses in, a better bow drops.
Do you really think that is a situation you want to be in?
Casually casual.
Last edited by TheAnuhart#4741 on Dec 8, 2013, 6:02:43 PM
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Posted byTheAnuhart#4741on Dec 8, 2013, 6:02:01 PM
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although the crafthing system in poe is quite ruthless sometimes, I really love it, it's quite different from every other arpg and you are always in the dichotomy of saving currency or risk it all for an upgrade. PoE <3
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Posted byAswalez#5403on Dec 8, 2013, 6:06:25 PM
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I am both relieved and concerned that Chris has finally given up on calling currency items crafting. I am relieved because currency items are not a crafting mechanic, they are a gambling mechanic. I am concerned because although the official distinction is welcomed, nothing from his post appears to be pointing towards an actual, proper crafting system being added to the game in the future, although it is clear he (and by extension GGG) recognizes the problem.
Also:
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Chris wrote:
One thing I learned from launching Path of Exile is how difficult it is to modify a game once it's live and people are relying on enjoying their current characters. As much as I'd love to make sweeping changes to try to improve how fun and satisfying the item system is, we have to be mindful to do it in the correct way so that the silent majority aren't upset at the changes.
If I recall correctly, you expressed similar feelings during Open Beta, with respect to nerfing uniques such as Lioneye's Glare (saying it would be "rude"). I say: Don't be so afraid, unless that fear extends to overstretching your design and development team (which is a valid concern). The game clearly provides the flexibility (in terms of seperate Leagues) to prototype and test such sweeping ideas with relative haste. As long as you outline your reasons, like you did in your posts here, I have little doubt that the community will embrace your initiatives.
Have you made a cool build using The Coming Calamity? Let me know!
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Posted byephetat#3689on Dec 8, 2013, 6:07:52 PM
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TheAnuhart wrote:
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karlklaps wrote:
also make 6 linking different, each fusing on the item impoves the chance (or the last gets 100% chance of 6 linking.
dont make it cost less fusings make it a 100% 6 link after 3,5 k fusings or more or less.
JUST NO!!!
Imagine, if you will..
You have a rather nice bow you found, it's better than the one you use, the one you use is 5 linked. You aim to 6 link this one and replace the 5 link you use.
1000 fuses in, a better bow drops.
Do you really think that is a situation you want to be in?
That does sort of tie into another issue that people have raised as well in other threads, which is that when trying to improve an item using fuses and chroms in particular, you have a better chance to make it worse than make it better, so there is a disincentive to try and modify an item that you are using at the moment, or there is a disincentive to use an item that you are trying to modify. So you find an awesome bow stat-wise with 4 sockets and you need 4L to at least replace the bow you have now. So what do you do? 4L the new bow and chrom it to the right socket combo and carry on, or try and actually make it 5s or 6s and gain an improvement on that aspect of your gear? Only way to do that is keep using your old bow and sink currency into the new one as you go, risking basically never using it, or you go all in and break the bank trying to 5L/6L it up front. Would be nice if currency served to improve an item not make it worse.
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Posted byMaelthor#0795on Dec 8, 2013, 6:10:34 PM
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Worldbreaker wrote:
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johnnysd wrote:
But the crafting system is not fun, adds nothing to the game and does nothing to the game but it make it more frustrating.
It is probably because most people are "doing it wrong"
"Crafting" was created as a currency sink, people can gamble their currency away or save up to trade for other items.
There is far more control now with the introduction of Eternal orbs where people can actually roll the perfect piece of gear. If you read Kolps thread about it taking 700 Exalted to roll that perfect dagger, I believe that that is about right to get an absolute perfect piece of gear.
That alone made it a lot more controlled where before 1 bad exalt would trash your "craft".
Also, blowing all your currency and having nothing to barter with isn't the way to go either. Think of this system much like the Casino, you got bills to pay (Maps) but want to have some fun (Craft), you just need to manage your gambling problems.
It's controlled, but only for the rich.
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If you knew that say a 6L cost 1000 fusings to put in the vendor window and get your 6L, would you roll with the current system for a 1:1000 chance or pay the 1000 guarantee?
First I'd have to know there is a 1:1000 chance in getting a fusing, which you don't even get right now (hell, even with just knowing that, the "crafting sucks" feeling might lessen).
Second, straight up buying a 6L is...pretty boring. Hoarding 1000 fusings and then paying them to get a 6L is as frustrating as gambling. Why? Because you have 34 fusings, and go "for fucks sake now I have to get 964 more, where the hell am I going to get them? Why would I even try?".
If you had a more progressive approach, it might fare better. But well, what is a "progressive approach at upgrading an item" but crafting? Kind of begs the question, to create a good crafting system, you must create a good crafting system
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Posted bygonzaw#3022on Dec 8, 2013, 6:10:44 PM
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Randomzx wrote:
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Chris wrote:
Skill matters in combat. Skill matters in races. Skill matters in PvP. Skill matters in trading. Skill matters when checking the vendor and knowing what to look for. Skill matters when looking at white items on the ground and realising that one of them has chromatic sockets or is a really high itemlevel.
Funny how when you go further and further down the list the less they have to do with Action in the RPG. And then you realize RNG still determines majority of the factor in races, PvP (hardly anyone even attempts PvP). There's actually very little skills involved in combat because of the ARPG nature (Spamming the same skills over and over again with positioning mattering very little, if you are not facerolling you are losing efficiency and gets no reward for fight everything with low hp (as in one shot kill) and manually dodge) and defense works, hence why all the top players invest majority of their effort in defense gears and life nodes.
You realise what genre of a game you are playing, right? You just said it yourself
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There's actually very little skills involved in combat because of the ARPG nature
so what's the problem? Heavy skill dependent systems can't exist in the loot games, because loot = RNG.
You want skill dependent game? Play CS, LoL, Dota 2, BF4. Everything and everyone in these games is equal and has a hard counter.
Stop demanding ARPG to be something it has never and will not be.
IGN: Iworkeout Last edited by cutt#5066 on Dec 8, 2013, 6:11:43 PM
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Posted bycutt#5066on Dec 8, 2013, 6:10:45 PM
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+1.
Exactly how I feel and exactly what I would say.
The rest of the game is not worthy of the wonderfully made skill tree, skill, and potion systems.
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Posted byNatharias#4684on Dec 8, 2013, 6:12:53 PM
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