POE: The Best of Games and the Worst of Games

Vendors don't sell rares because it's pretty trivial to make exactly the kind of gear you're describing yourself.

You can easily roll some fairly decent rares if you're willing to spend a couple alchs and can put up with 4l's.
Last edited by dhevil#1303 on Dec 9, 2013, 7:35:05 PM
"
Randomzx wrote:


Not to mention, Vendor ONLY refresh their inventory upon level up. Therefore they quickly become even more useless as if they didn't already start to plummet in value as soon as you advance through normal.

With all those things you can't control in this game, I'm surprised GGG haven't implement this:
1) You have a random chance of obtaining 0-2 passive points on level up.
2) Each time you create a character, the passive tree is randomly generated.
3) Your body parts is randomly attached to your body upon character creation.


4) Each time you level up you have a 2/5 chance to delevel instead.

lol had to say it. back to business.
I think the problems are deeper than Chris will say on here. He talks about the drop rate of orbs like if they increased it at all the market would instantly be flooded. The issue is bots are farming up orbs at a very fast rate, and if the drop rate was increased to where a normal play would see these rare orbs more frequently then bots would be finding tons of them. The drop rate is ridiculously low so bots can't insert so many exalts and eternals that everyone would have Godly gear. The problem with this is that finding anything good is nearly impossible. So everyone who is wealthy either plays the economic simulator game or just RMTs it.

I have a feeling they also want to keep everything out of reach because they have a lot more content that they want to add, but it will be years before they can add it all. So they think that by limiting the amount of stuff we can reasonable attain they will extend the life of the game. I'm not sure if this will work because they are frustrating a large portion of the player base, and frustrated players tend to find a new game eventually.
"
Midnitecloud wrote:
I think the problems are deeper than Chris will say on here. He talks about the drop rate of orbs like if they increased it at all the market would instantly be flooded. The issue is bots are farming up orbs at a very fast rate, and if the drop rate was increased to where a normal play would see these rare orbs more frequently then bots would be finding tons of them. The drop rate is ridiculously low so bots can't insert so many exalts and eternals that everyone would have Godly gear. The problem with this is that finding anything good is nearly impossible. So everyone who is wealthy either plays the economic simulator game or just RMTs it.

I have a feeling they also want to keep everything out of reach because they have a lot more content that they want to add, but it will be years before they can add it all. So they think that by limiting the amount of stuff we can reasonable attain they will extend the life of the game. I'm not sure if this will work because they are frustrating a large portion of the player base, and frustrated players tend to find a new game eventually.


If PoE can't solve bots, then it's dead before it ever lived. Bots are what killed D2 LoD, and little else. And the solution is frighteningly simple--captchas. Just every so often, ping a "hey, can you please enter this captcha" for us? I mean with diablo 2, what with creating a new game every ten minutes or so, things would work nicely. If PoE can't find a way to say "hey, you're a bot", then I don't know what to tell you.

Also, regarding adding content: completely separate issue. Whether the content exists or not, the pacing issues and gear check issues will be the same, whether it's act 4 or maps.
"
Shagsbeard wrote:
I actually like the crafting system... it's what makes the game fun in the first place. But players who "need the best" find it "an abomination". Here's the thing... no one needs the best. You don't need 6L. You don't need your rares to be optimal. You don't need an item so good that the million players will all give you stuff just to look at it.

The crafting system allows you to dream of this stuff, and makes it next to impossible to obtain it. It's doing it's job perfectly. Yes, it's frustrating. If it weren't, you wouldn't value the items you could create. Yes, it relies entirely on luck. What else would you have it rely on? Skill? What skill?

I think that if you look at it... crafting in PoE is it's strongest point.

Your "bad" points are comments on your (and most players) playstyle... not on the game. If you were to play self found HC, you would find the game a lot more fun. You don't sit in town trading. That's the abomination. You find items all the time. You craft items occasionally. And you die, and get to play the game again. It's fun. You've turned the game into a job and are complaining it's not fun. Learn to have fun.


This.

Well said.
IGN: Aidskever
"
kraak wrote:
"
Shagsbeard wrote:
I actually like the crafting system... it's what makes the game fun in the first place. But players who "need the best" find it "an abomination". Here's the thing... no one needs the best. You don't need 6L. You don't need your rares to be optimal. You don't need an item so good that the million players will all give you stuff just to look at it.

The crafting system allows you to dream of this stuff, and makes it next to impossible to obtain it. It's doing it's job perfectly. Yes, it's frustrating. If it weren't, you wouldn't value the items you could create. Yes, it relies entirely on luck. What else would you have it rely on? Skill? What skill?

I think that if you look at it... crafting in PoE is it's strongest point.

Your "bad" points are comments on your (and most players) playstyle... not on the game. If you were to play self found HC, you would find the game a lot more fun. You don't sit in town trading. That's the abomination. You find items all the time. You craft items occasionally. And you die, and get to play the game again. It's fun. You've turned the game into a job and are complaining it's not fun. Learn to have fun.


This.

Well said.


Not really, crafting is terrible even if you don't want the best gear. This is mainly due to sockets/links, even if you want to craft an item that is marginally better than your current one, you need to get sockets and links the same, else you can kill your current characters skill build.

I wouldn't craft for crappy gear (because I don't need to, you can progress through normal easily without crafting), I wouldn't craft mediocre gear, and I wouldn't craft good gear

In fact, I would only ever consider crafting if I wanted something like a 2k armor chest and I am floating in currency, because thats actually the only time that crafting pays off. At any other time its a waste, because if you want good gear, its far more efficient to farm currency and trade for it

Chris posts also seem to be somewhat delusional, I don't think he has even played the game himself or knows what its like :/
"
Shagsbeard wrote:
I actually like the crafting system... it's what makes the game fun in the first place. But players who "need the best" find it "an abomination". Here's the thing... no one needs the best. You don't need 6L. You don't need your rares to be optimal. You don't need an item so good that the million players will all give you stuff just to look at it.

The crafting system allows you to dream of this stuff, and makes it next to impossible to obtain it. It's doing it's job perfectly. Yes, it's frustrating. If it weren't, you wouldn't value the items you could create. Yes, it relies entirely on luck. What else would you have it rely on? Skill? What skill?

I think that if you look at it... crafting in PoE is it's strongest point.

Your "bad" points are comments on your (and most players) playstyle... not on the game. If you were to play self found HC, you would find the game a lot more fun. You don't sit in town trading. That's the abomination. You find items all the time. You craft items occasionally. And you die, and get to play the game again. It's fun. You've turned the game into a job and are complaining it's not fun. Learn to have fun.


I have to agree with Shagsbeard. I haven't really experienced most of the frustrations that the OP has encountered with trading and crafting. I like the trade system (trade chat, basically) because you CAN'T instantly find whatever you want (which means you are encouraged to spend more time out killing stuff). I like the crafting system. I've used it to make decent gear as I've progressed and in some cases, I've found that roaming around killing monsters for currency, then using that currency to craft is better time spent than sitting around in trade trying for hours on end trying to buy gear.

The only thing, I think, that needs to be changed about the crafting system is how fusings operate. I think the difficulty is just fine, but there needs to be an element of progression when it comes to getting better links. Each time you use a fusing on a piece of gear, even if you don't succeed in the linkage you want, your odds of getting a better link NEXT TIME should be incrementally better. This way, you are always moving in a direction while crafting.


Yes, if you want to powergame POE into the ground, yes, trying to craft that *perfect* piece of gear is frustrating. But getting the best should be hard.
Last edited by Demiansky#6109 on Dec 9, 2013, 9:20:30 PM
I think what annoys me the most is that the Skill Tree is a thing of beauty and precision, you can spend hours enjoying it from the safety of a web browser and conjure devilish builds. It is simple in design, it is complex in getting the most out of it. There is nothing more enjoyable than creating something of your own design that works well for you.

It works well because it is a constant, it is predictable and you know what you have to achieve.

By contrast the crafting is totally random. To apply the crafting concept to the skill tree what nodes you get would be random, do i get +10 str, +10 int, +10 dex? Who knows, lets roll the dice.

Gems, predictable. Skills, predictable. Loot, random. Crafting, random.

I think random has it's place in games, but one of the best crafting systems in an online game I have ever seen was the crafting system in Star Wars Galaxies, in many conceptual ways the game was decades ahead of it's time and Sony couldn't pull it off. That crafting system was beautiful, elegant and complex with many variables and almost countless methods for experimentation and improvement. You could play 24/7 just as a crafter in that game it was satisfying. It had no random element in the crafting.

I think it is a shame we have something as complex and in-depth as the player skill tree and a console level press a button crafting system totally based on obnoxious random elements.
I think one of the arguments you can make in favor of a totally deterministic, "slow progress", crafting system, is by looking at an example: Minecraft.

"Crafting" is basically 80% of the stuff you do in minecraft. You search for materials...to craft. You explore the world...to find materials to craft.
Granted, yeah I took that 80% out of my ass. There are lots of stuff you can do in minecraft, like creation and building. But crafting is a core part of it and everybody enjoys it, and without it minecraft would be another boring sandbox game. Hell, there are even mods that give you hundreds of recipes to craft new stuff, and they are entertaining as hell.

Who is to say something similar can't happen in PoE? Explore new areas, grind areas you already know, trying to find the crafting material/items to upgrade your gear, or to create unique things you dream about, or to show off, etc.
If something similar can happen, grinding will never be boring again. I mean, I never heard anybody complain about mining in Minecraft, and on paper that is the most boring thing ever (be stuck in a dark place, with just lots and lots of stone around you digging and digging, hoping to find a diamond you will likely never find soon), yet people even enjoy doing it (I certainly do).


Pre-Edit: Might be worthy to check out Star Wars Galaxy as well. Good ideas can come from these games for GGG to notice.
"
Zvim wrote:
I think what annoys me the most is that the Skill Tree is a thing of beauty and precision, you can spend hours enjoying it from the safety of a web browser and conjure devilish builds. It is simple in design, it is complex in getting the most out of it. There is nothing more enjoyable than creating something of your own design that works well for you.

It works well because it is a constant, it is predictable and you know what you have to achieve.

By contrast the crafting is totally random. To apply the crafting concept to the skill tree what nodes you get would be random, do i get +10 str, +10 int, +10 dex? Who knows, lets roll the dice.

Gems, predictable. Skills, predictable. Loot, random. Crafting, random.

I think random has it's place in games, but one of the best crafting systems in an online game I have ever seen was the crafting system in Star Wars Galaxies, in many conceptual ways the game was decades ahead of it's time and Sony couldn't pull it off. That crafting system was beautiful, elegant and complex with many variables and almost countless methods for experimentation and improvement. You could play 24/7 just as a crafter in that game it was satisfying. It had no random element in the crafting.

I think it is a shame we have something as complex and in-depth as the player skill tree and a console level press a button crafting system totally based on obnoxious random elements.


I never played SWG. Can you elaborate on its system please?

Report Forum Post

Report Account:

Report Type

Additional Info