POE: The Best of Games and the Worst of Games

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Mr_Cee wrote:
Stopped reading the thread after this posting, cause THIS is the 'real' truth:
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Nochalo wrote:
People you need to realize, that in a ONLINE economy you have to have low drop rates.For traders.

We have to live with the big descrepancy between 'playing regulary' and 'playing intense'; and yes there are some things that can be improved (crafting needs options with partial fixed/plannable results)

and this is the core:
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Nochalo wrote:
longevity

It means, that even if you play 8...10 hours each day (and there are gamers with even more), it SHOULD need - a lot of - time to make you perfect/finished. And, there's a point that often seems to be ignored: this game is barely released, but also heavily in development! The situation now is nearly perfect comparable with D2 classic where the last boss, the highest enemy you can fight is 24 levels below your own maximum - anybody remembers trying to reach 99 there? Nearly impossible. But the slightly difference here: POE will get expanded content over time, sooner as later; and with every addition the situation will get better. You CANT have it all at once, or all you new players from release would had to wait another couple of years...
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Nochalo wrote:
Most of us will never se a mirror drop, but its such a joy, that it can happen.

I hope everyone will see his own mirror drop at some time ;)
The other difference to D2 here: even the most valuable orbs (which are comparable to D2 runes) can drop at any time in the game, and not just in the last 10% of the game: for the fact that the POE orbs are not itemlevel bound.


People you need to realize, that in a ONLINE economy you have to have low drop rates. For traders.

It's pretty simple concept,I agree.That's the vision and I accept it.
Last edited by Temper#7820 on Dec 9, 2013, 2:43:17 AM
Dayum even Chris replied to this

+1 OP
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
I think the crafting system is interesting but can be pretty frustrating because of the random factor.

I think it would help if you couldn't worsen your item. Leave the random factor but make it so, that you can't get fewer links or sockets. Of course this won't work for all orbs, but it would reduce frustration a lot...
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Chris wrote:

The experience we are designing Path of Exile around is the experience we had playing Action RPGs when we were younger - the thrill of the next item being potentially the best one you've ever seen.


You can only go so far with the nostalgia effect, games have evolved, sometimes for the worse I reckon, but not taking advantage of better available gameplay mechanics just for the sake of "nostalgia" isn't a good idea.
Last edited by Yoomazir#7573 on Dec 9, 2013, 2:54:16 AM
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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.


And still you failed hardly, by destroying uncountable characters with all the nerfs recently. (Not to mention the once in cb, but that's ok since it was "beta").


On Topic:
+1 to OP

I never used an Exalted, since they are simply to rare to be used and it's easier to trade them for what you need.
IGN: Darkrox (not my main, just for easy contact)
~ Yes i'm the Darkrox from Runes of Magic - World's #1 Guild Pravum 2009 - 2011 ~
Last edited by Darkrox#0968 on Dec 9, 2013, 2:58:30 AM
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drewiey wrote:
Isn't the all fun of the crafting system the fact that it's random? lol.
I mean if you don't like that, find another game.hahaha


What is this fun and crafting thing you are talking about? Rare gear is just a means to an end, there is nothing fun about PoE gear or crafting it. Unless you find being disappointed most of the time being fun.

Nobody purchases a lottery ticket and finds it fun getting nothing out of it, only winning the prize is fun.

PoE isn't a one character game. Making dozens or even hundreds of characters is the fun part of PoE, the more you are bogged down with playing one class increases your probability of burning out on the grind.

End game in PoE bothers me for many reasons. Gear and crafting is one reason, the whole 'online' only experience ruins the game for many bad reasons. Desync ruins a lot of melee builds, poor currency drops, poor loot drops and poor crafting just because there is the option to interact with others.

if people want to rush through the game and burn out then fuck them, let them do it. Don't need to penalise everyone.
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Chris wrote:
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ephetat wrote:
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.


Vendor recipes allow more controlled crafting.


Sorry for not responding, now doing so for the record. I went to sleep about 20 minutes after posting my reply and thus missed your response.

I know this is your intent and I agree with it, but currently that statement reflects more theory than practice, as such controlled crafting is rather undersupported at the moment (which is partly why this thread exists, after all). That leads me to believe that this design goal was the result of a relatively recent discussion rather than being there from the system's conception.

I can only hope that you will add more recipes to augment items with specific mods in the future, like the recent +added-damage crafts (however, removing all other mods was excessive). My two cents is that currency orbs should still have the competitive advantage of possibly rolling the best affixes via gambling, but crafting should be able to produce the second- or third-from-the-top affixes with consistency and in a way that players can incrementally work towards.
Have you made a cool build using The Coming Calamity? Let me know!
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Chris wrote:
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Randomzx wrote:

But why does almost everything have to be RNG? How can it be called Hardcore when skill matter very little?


The experience we are designing Path of Exile around is the experience we had playing Action RPGs when we were younger - the thrill of the next item being potentially the best one you've ever seen.

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.

If you succeed at the above areas through your skill, then you receive more (and hence better, on average) random items. Without the RNG, it would not be fun.


First Chris I would like to say that I cant find words how much I appreciate this game. With that said:
One cannot completely remove the element of rng (as you said) but I would suggest a more "controlled" rng. Wich this game kinda already has with the item mods with a set of item stats that can roll like mana and spell damage in one mod. What I have noticed is that PoE allowes about 95% of all builds to work well up to but not including end game. Since I play and I guess more ppl do play through the game most of the times to play a new build in end game.

The problem is almost always reaching the max resists wich is required if the build shoud be viable end game, since one have to roll quite alot of resists and life aswell most characters wont work. I believe that as the game is now, max resists is at a lower end premium but premium still which should either be lowered or treated as a premium by reducing monster elemental damage. The same goes for chaos damage and resist. Now chaos damage punishes life characters really hard when it should only punish characters that go low life and energy shield, a way to deal with this would be to make chaos resist more scarse and remove the damage bonus it has to characters but adding a scaling bonus that linearly or exponentially reaches the 60% damage bonus as a function of the percentage of life the character has!Because at lower life you lose your focus and cannot deal with chaotic thigs as good as on full life.
So it seems we will never get increased drop rates for uniques.

Well, that is demoralizing. And disappointing.

Cheers.
„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.
Chris:
Spoiler
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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.


Thanks for the post Chris. Yeah I agree that lowering currency drop rates would be.. problematic to say the least. Also, I completely understand your points, especially the last paragraph. We all know the kind of shitstorms that can occur, pardon my French, when the game is changed. I would never expect some significant change, not would I (personally) want it.

I feel that the system you have devised is absolutely enthralling, and something I've always looked for in an RPG. I unfortunately didn't grow up on PC games (other than Doom and Age of Empires: Rise of Rome), so I didn't experience the diablos, etc. I always wanted a game like this, always. Nothing was ever as deep or engaging as I personally would've made a game. PoE is the game I've always wanted.

With that said, there is something that causes me to sometimes feel an ambivalence towards the game. I guess it's just the never ending quest for the gear or the character id like to have (and feeling like it is not possible). However, that very quest is partially what makes poe so great, and is a core system in the game. I suppose that it just comes with these inevitable consequences. For example, feeling frustrated when you can't get the items you'd like even after massive playtime.

I think it is simply a matter of finding a balance, and I would imagine that is a much, much harder task than it may sound. So, I give credit because it is very much due. And I just hope poe continues to get better. I know I'll be frustrated and enraged at times, but I think it is important to remember that these systems in place are there for a reason, and that you guys have a better understanding and perspective than me.

So while I believe my frustration at times is well founded, I also need to take a step back and realize that this game is worth it, and the fact that "hardcoreness" does indeed come with a price.

Summary: Give me a Soul Taker please.
Current IGN: TheBearerOfLight
Gizoogle Chris: "Da State of Exile muthafuckas axed mah crazy ass ta post a reminder dat they podcast is dis weekend, as usual. It aint nuthin but tha nick nack patty wack, I still gots tha bigger sack."
Last edited by BoltThrower87#3044 on Dec 9, 2013, 3:21:00 AM

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