POE: The Best of Games and the Worst of Games
" 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
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Dayum even Chris replied to this
+1 OP Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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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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" 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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" 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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" 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. | |
" 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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" 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. |
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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. |
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Chris:
Spoiler
" 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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