POE: The Best of Games and the Worst of Games

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oBLACKIECHANo wrote:


That is a really cool story you have there, but this is a game made by hardcore D2 players who want to make an ARPG that is the big successor to D2, which they have accomplished. Therefore if you expect easy mode crafting and high drop rates that allow little kids to just faceroll through the game, you're not gonna get it.


1) You have no idea in what context to use the phrase "cool story bro" or what it means.
2) Hardcore games doesn't mean RNG, it means it games that test your skills or reflex to the limit.
2) Hardcore gamers hates RNG, the fighting game community would laugh at you for suggesting that hardcore games are RNG.

Last edited by Randomzx#0844 on Dec 8, 2013, 8:24:43 PM
The only way to prevent orbs being traded to high levels to craft only the best items in the game is to create new bind on Pickup orbs. The old drop rates of non bind on pick up orbs would remain the same, but we would get extra account bound orbs that you would have no choice but to craft with.

To me this makes perfect sense and should at least be considered.

Also, I agree that the silent majority is pretty satisfied with the current system (me included)
Last edited by Timcago#3121 on Dec 8, 2013, 8:29:22 PM
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oBLACKIECHANo wrote:


But how is that working out in terms of longevity? TL2 has 8 viewers on twitch right now. It's a game you play for a little while and get bored of. POE is a game you play for years.



Played a little less than that of D3, but had more fun. As for PoE, I am having more fun than both D3 and TL2 since there is a lot more option, so that helps the longevity, but avoid crafting like plague.


Also, you have to take into consideration that games like TL2 and the upcoming Grim Dawn are meant for audience that want to avoid online, or at least play them in LAN wit RL friends.


I know I will spend a lot more time in Grim Dawn than in D3/TL2 combined.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

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Coal48 wrote:
So I know what an arpg is

Imo, the main problem in PoE is simple: that juice doesn't worth the squeeze.

I mean, ok, let's pretend that RNG is kinda cool, fun and entertaining. That farming for these orbs for weeks and then burnin them in seconds - its inspiring. That ugly trade and fucked up craft are both amazing and unique.
If it's so, if we are ready to deal with such things - there must be something beautiful in the end. Some kind of a miracle, a relief from all these burdens for those outstanding heroes who fought ferociously through RNG, trade, craft and farm. Some kind of a heaven after this hell.

So what do we have? Maps! Maps with more RNG, more farm, more trading!

This is SPARTAAAAAAA!1111
Put on your red shoes and dance the blues.
Last edited by Bozon#1163 on Dec 8, 2013, 8:34:03 PM
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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.

You counter that by changing mods to for example 1-300% more damage-->Divines are needed and they stay rare.
And you can easily add mods for different purposes such as less bleeding damage.
+50-60 Fire resists and - 15-25 Cold resist.
+10% chance to shock on Attack/cast +20% chance to be ignited.
+2 to gemlevels socketed in that items - 1 to all gemslevels outside the weapon.
+60% movementspeed -20% Attackspeed.
10% chance to get a frenzy charge on hit 25% to receive a vipercharge(arealevelbased) when hit.

Who says items mods only should be postive. They can be powerful and have a heavy drawback.


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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 is the situation in PoE....


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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!

Currency decaying over time *cough*
Decay means a 100% quality alchemy orb can roll all items mods. An alchemy orb decayed to 50% can only roll mod to 50% of the itemlevel. Maprolls are always level 0, so completely decayed currency can still be used on maps.
Currency is common and can be used for crafting. The amount of 100% quality currenty is constant. 0% quality currency can be used on maps.
This mechanic adds a kind of durability in the game without repairing weapons for gold.
Decaying currency would be Alchemy, Chaos, Regal, Alteration, Augmentation, Chances(only mod rolling) and Transmutes.


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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.

How about not adding changes for a future patch. Such as damage over time changes before the nodes got introduced?
This already happened several times.
And how about instead of reducing everything popular try to improve underwhelming skills or try to find a way to fix only certain issues.

For example imo the Totem changes were wrong from the beginning. Totems were popular on Critbuilds. Spark for example wasn't powerful because of the damage. It was powerful because of crits and many casts with a shotgun mechanic.
1 Roll per cast to 1 roll per projectile would affect it.
Totems only receiving partially the critmodifiers or there are new item mods affecting crit on minions or minionlikes such as Totems.
Totem critnodes mixed on totems nodes.
This would have fixed spork builds without affecting for example curse totems.
Now totems are extremly expensive, shortliving, slow and barely efficient.



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The experience we are designing Path of Exile around is the experience we had playing Action RPGs when we were younger

ARPG or MMORPG?
Sorry but most changes done are typical for MMOPRGs. The staff photos show WoW and other MMORPG merchandise.
Or I ask different.
A 2010 post made by you claims you hate being called a MMORPG.
Do you see a difference between an ARPG and a MMOPRG besides the players in an instance?

You claimed a MMORPG fails when the userbase dies after 1 months but this actually happened to PoE too. Steamstatistics clearly show a loss of 40% of steam players after 1 month.
My claim is that there are players slowly progressing, there are MMORPG players staying and there are players expecting a ARPG but ending up poor because they don't invest all of their free time.

How many of you played ARPGs with fixed drops?

Have you ever considered users creating content such as Descent? Skyrim is already 2 years old and still has got a constant userbase because of a huge amount of mods.


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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.

Either you do too much internal testing with high end items or you never played your game after Cb.


No items matter in combat. Just look at the dozen copied famous builds.
Players with good items clean maps fast, players with bad items clean them really slow.
To get items you need to grind you brain out or rip newer players off or well RMT....
In CB you could get the best items from level 62 maps everybody could find good items.
In OB and Release well.....
The mods spawning on certain items got removed, Oak rewards got changed.
The same quality of EQ got moved to level 75+ items and instead of level 76 you need level 89 for the same amount of quality.

The nerf of the Alchemy Orb and ChaosOrb receipe was a major kick in the ass for the majority of normal players. It only opened RMT the doors. I used alchemy orbs for maps and the chaos receipe to reroll maps. Now I am forced to do more timeitensive runs in level 60+ areas to get a chaos orbs but because I got no chaos orbs I got not horrible EQ.-->"well done"
In PoE there are only really rich and really poor players there aren't players between those 2 groups because of the receipe nerfs.

Why didn't you do something like currency decaying after some time. This way RMT will lose their currency mules and there IS NOT A SINGLE PLAYER having tons of currency because currency will always be used or vendored to higher value currency?
PoE never had a risk reward so obtaining more currency in cruel/merciless isn't the case.
So why focus in a change only MMORPGs do?

After 0.11.0 you introduced Gearcheck mechanics taken straight from P2W MMORPGs how does skill matter anymore? It's just duck and cover spam some attacks if you don't meet the requirements to you must have found certain items. Again only more timeinvestment.

With release there was another horrible change:
Map only uniques with depending on popularity. The uniques are so rare that once you found them you already got better rares and the choices are really questionable.
Andvarius for example? That would be a good option if it didn't had -20 resists.
But that change would be like Nagelring in Diablo2 dropping only Act3 Hell onward.

The second horrible change was another "Manafix" 60% reservation and make auras stronger.
So who takes more profit? Parties of 6 players using 6 different auras or solo players.
This could be done in a far better way such as an Auralimit.
Traps, Totems, Minions, Charges are all limited. So why not Auras too?




The shorter the race the more luck is a deciding factor. Just look at the 12min Burst results.
There are some players obviously maphacking because their longer raceresults are quiet poor.
The use of certain ingameskills skills is important.
All the skill you need is to know where to level up the most efficient way and maximize the damage.


PVP results depend on used skills on items not on a players ability. If you don't got a cnbf Item and the enemy is a freezer you are done for.


Skill matters in trading? The majority of players is listining to Exchange Rate. Remember when 2 exchange rates suddenly had RMT involvement? Trading is about ripping off other players. There is no bartering. You rather get insulted.


How does checking the vendors require skill? The good items almost never spawn and the itemlevel is capped.


Looking at the top right corner requires skill? It may require some people to turn their head a bit if they play on an 80'' monitor.
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Kaysee wrote:
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PigBoyneo wrote:
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And prevents many trades from even taking place. By this I mean;

Buyer : Hi, how much for "item"?
Seller: 5c
Buyer : Deal, while 10 fusings do?
Seller: No, only pure chaos and the current rate for fusings is 2.5:1
Buyer : Ok what about 15 fusings?
Seller: FFS I DON'T WANT FUSINGS!
Buyer : But I've got no chaos
Seller: Then go trade for some....

I mean, what sort of assbackwards sort of economy is this? It's like going to your local shop for a pint of milk, and when you go to pay the shopkeeper, he will not except your currency because he wants another sort of currency instead.


That is not system or even economy specific... that is a social issue specific to the parties. There are plenty of good and bad examples for both.

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PigBoyneo wrote:
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... But really GGG I would like a response how gold would be a bad thing for PoE.


They've explained this before: a stack of reasons from making it harder for botters/RMTs, in D2 SoJs/Runes basically became the currency instead of gold, orbs offer more diversity in game etc.

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Kaysee wrote:

That is not system or even economy specific... that is a social issue specific to the parties. There are plenty of good and bad examples for both.


There should be no bad at all, there should only be; buyer and seller works out price for a trade, buyer pays currency for item, seller accepts currency for item. The fact that the buyer can refuse a player a trade because of what currency he has got is a game mechanics fault for allowing that to happen in the first place.

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Kaysee wrote:

They've explained this before: a stack of reasons from making it harder for botters/RMTs,


So there no botters/RMTers in game atm? If a player is going to RMT then there going is going to RMT. Having Orbs as a currency is not going to change that. Hence why people get banned for RMTing/botting *cough* 1# domination ladder leader *cough*

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Kaysee wrote:

in D2 SoJs/Runes basically became the currency instead of gold,


Using D2 as a example holds no water. A more apt example would be D3, where gold is just fine because they have blacksmiths, enchanters and jewellers aka currency sinks, all you had for D2 was gambling. Wait kind of like what poe got aka crafting.

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Kaysee wrote:

orbs offer more diversity in game etc.


ROFL, so instead of copper, silver, gold and platinum we have alts, alchs, chaos and ex. Yes, diverse indeed.......

Last edited by PigBoyneo#6993 on Dec 8, 2013, 8:49:50 PM
double post
Last edited by PigBoyneo#6993 on Dec 8, 2013, 8:35:52 PM
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Bozon wrote:
there must be something beautiful in the end. Some kind of a miracle, a relief from all these burdens for those outstanding heroes who fought ferociously through RNG, trade, craft and farm. Some kind of heaven after this hell!

So what do we have? Maps! Maps with more RNG, more farm, more trading!

This is SPARTAAAAAAA!1111


AAAAHHHHHHHHHHHH

Spoiler


speaking of maps, I think they should be all throughout the game, like torchlight, not only at the very end
RNG is fine, Chris is totally correct that the game would not be fun without it.

These games are all about RNG.

The problem, is that PoE is designed so one can almost completely bypass RNG at every implementation. At the very least, minimise it to a fraction.

This doesn't result in a game where the RNG works, this results in a game where the RNG is frowned upon.

THIS RESULTS IN A LESS FUN GAME THAN ONE WITHOUT RNG, which Chris wants to avoid.

One can choose to remove/minimise the RNG through the designed means, or be slave to it and covet what is seen to be ones right, because so many others just cut out the RNG.

Bad design.
Casually casual.

Last edited by TheAnuhart#4741 on Dec 8, 2013, 8:41:39 PM
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cutt wrote:

This game is not Dark Souls, it never was and it never will be. You knew this when you downloaded the game.

This is your main problem. This game is not something you were expecting it to be and is not something you were searching for, if you make these kind of complaints.

This is a loot game. Loot has to be random in order to be fun and repayable. The better loot you have the harder it will be to find an upgrade. This is common logic.

Would you replay Dark Souls for hundreds of hours like this game, or D2, or D3? The answer is obvious.



I've possibly tripled the time in Darksouls that I've spent in POE and will most likely continue on to Darksouls 2 and triple play time again.

Answer isn't obvious......some people require more than what POE can offer.

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