POE: The Best of Games and the Worst of Games
I totally agree. In my whole time playing I have found a 400 dps mace. I have it 4-linked. It is a nice item but honestly, after watching tens of thousands of items drop you think there would be more interesting stuff. Exalts hardly do anything yet they are worshiped because of their rarity. Mirrors, which dupe interesting items, cost 150 exalts. Are you nuts?
I went from playing this game 6 hours a day to doing one Piety run a day. Grinding up 1 percent xp per run is mind numbing, especially considering the fact that the area of the tree I need to get to next is 6 levels away. I have lost interest. |
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I agree with everything OP said and i think its time to stop adding new stuff to the game and start working on improving the quality of it.
Quality being improved drops, crafting, reworked uniques, reworked passive tree, skills/support gems, gameplay, DESYNC!!!. My Future Is Not Where My Dream Is.
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" You can easily eliminate this 'frustration' completely, by just one thing: DONT craft on an item you need to wear, work on "the next" item you want to replace the actual one. Whats so hard to understand in this simple rule?! Beside this, dou you really expect less 'frustration', less complaining if 10 stacks of fusings do exactly NOTHING (to not degrade)?! I doubt it. And, it wont work for the big majority of orbs - ANY stat affection cant exactly determine whats better and whats worse... invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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My opinion on the currency system is that it is definitely lacking in the fun department compared to how attractive the other game mechanics are, like the passive tree and skill gem systems. Fun shouldn't have to go hand in hand with easy. But it should be something that attracts people to the game and makes them excited to play, whether it be the in-the-moment fun of randomness or the mental obsession fun of theorycrafting.
An item-modifying system I liked was the Mystic Orb system from D2 mod MedianXL. Various orbs could be applied to items to give them nonrandom effects. For example there might be an orb that applies to give weapons +10 lifegain on hit, or +x% fire damage, or +x% minion health, etc. Of course each item has a limit to the number of times an orb can enhance it, and the enhancement added to level requirement to prevent degenerate low lvl weapons. This system added an extra layer of fun to the game because it allowed you to specialize your character in another dimension other than what the choices skill points, stats, and gear provided. It also provided a way to improve your gear without relying on replacing gear with new drops. Something similar to Mystic Orbs would make PoE a more fun game because it would be another thing for theorycrafters to dream about in their sleep, and if lvl req is added each time, they would not necessarily be saved for end game because applying them to high lvl gear would come with that drawback. |
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" they probably should learn crafting concepts from median xl, or D2 sanctus ^^ Hardcore is just an ambition: to be willing to sacrifice your playtime for the uniqueness of the result, aka staying alive. But of course, this means nothing without an environment that makes this ambition risky.... ^^ invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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" Its somewhat annoying, and unneccessary - but its there, and for this: isnt knowledge and practice to avoid and foresee desyncs also a 'special' kind of skill? Anything that keeps you alive is to your advantage... ^^ invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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I agree with OP. Crafting atm - is dumb. I have played 230 hours after release and I still can't really "craft", which is spending exalts, divines, etc on items. Crafting atm is only for those most elite players atm, which is bad game desing imo.
I'll throw my suggestion to crafting: totally new crafting components. First of all, we need crafting bench / horadic cube or similar item to combine things. Vendors are OK too. Then we could have rare (rarity varies, depends on component usefulness) pieces of metal/scrap/leather, etc with magical properties that can be used to effect an item in certain way. Player first collects these components, each component effects the item stats in certain way: one component has e.g. three different stats with varying values and only one of the stats are added to the item, which is random. To make this crafting little more difficult, base item must be blue, player can add only three components to the blue item and they must all be added at once. This leaves room for one exalt. Components could be like jewels in diablo 2, with random stats, or they could be seperate white 1x1 sized items that always have specific stats (e.g. Lightning resistance && Light radius && IIR or Health && Mana regen && cold damage). Either way, player can effect the item in some way but there is still the element of randomness in play. With good luck player gets that IIR which he needs but with bad luck he gets that useless light radius. I hope you guys and girls understand my "explanation". I'm not rather good at explaining my ideas in english. Last edited by Blah#3119 on Dec 9, 2013, 7:11:17 AM
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For a long time i've been very happy with PoE, but there was something ineffable missing, that D2 had. I've wanted to post a thread about it but hadn't fully fleshed out what the thing was. I think the below hit the nail on the head:
" I don't think we need an overhaul of the currency system to fix this. We just needs systems of varied and fun types of stuff that drops, as above. Before D3 was released (and they butchered arpg itemization), they were trying to make their hundreds of skill runes item drops. That sounded gleeful. That's the kind of thing that would suit PoE, just more variety and infinite combinations of ______ something. Making the game deeper and deeper and more fun. We have currency, rares, uniques, skill gems. Now give us GGG improvements of some of these: jewels, charms, gems (the rubies, skulls etc), runes, runewords, class-specific items, red crafted items, set items. I know you don't want set items and i agree with that, but maybe you can come up with something interesting and parallel. Silly idea to get the juices flowing: Skill-specific items. Very rare items that come with a gem in-built that levels as though you had it equipped. You could use GCPs on the item to up it to 20%, etc. Maybe an item could even have multiple completely random gems inbuilt, but that would be exceedingly rare. They would be random, so you might end up with Firestorm + Lightning Strike, which would force you to be very creative in building a character around it. It's like random build-enabling rares, to go along with pre-defined build-enabling uniques. Phrecia: 87 Scavenger P2: 85 Infern; 77 Warbr; 75 Demon PoE character archive: view-thread/963707 SC: 95 97 96 100 95 96 97 98 95 97 HC: 96 (dead) Last edited by unsane#5479 on Dec 9, 2013, 7:15:19 AM
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oops missclick
Last edited by Blah#3119 on Dec 9, 2013, 7:10:38 AM
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" For how many of the players IS this EXACTLY the given state?! I dont want to "spend" all my currencies to others for the mediocre stuff they are probably selling (and I can afford); I dont want to make others who already are in the state of farming even more rich... invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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