POE: The Best of Games and the Worst of Games

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Natharias wrote:
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estu87 wrote:
not to mention they encourage build diversity only to nerf op build. fuck it, some people will get bored with op build and reroll new build for sure, no need to nerf it.

my other suggestion to crafting.

node in the skill tree take role to determine what will you get when crafting. like build that picked up many health node are more likely to roll high +max health when crafting. that way people will play more to create many build for crafting an omnipotent gear.

right now many of high end gear crafter spent their time flipping item in the market, they play this game like monoply tycoon, not an arpg.


They nerf OP builds now so they don't worry about them when PvP becomes the main thing.


PVP will only became the main thing if the majority of their playerbase leaves to them not addressing the issues.
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johnnysd wrote:
if I find a better item I have to slog through the second type of crafting just to use it.

This new item may have some better stats, BUT it is NOT better as long as you are not 'able' to use it - as long as you cant place the gems you need from the old one into the new (or into unused sockets of the rest of your equipment)
invited by timer @ 10.12.2011
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deutsche Community: www.exiled.eu & ts.exiled.eu
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Cronk wrote:
I had this character. I was level 25. I found this really cool White item. I used an Orb of Alchemy on the item. The item was now better than the one I had equipped in every respect, except one, it didn't have either enough links nor the right colours of links.

White items are never 'cool', they are probably of the right type and of a higher tier than your actual. They can be (or become) interesting, if they have a socket layout (by count, colours and links) I need/want. They are great, if at least five-linked ^^

If you cant swap the gems from one item (that you wish to replace) to another part of your gear, you should FIRST try to make this requirement fulfilled - otherwise its not an upgrade at all (if its just the colours you may be able to swap other parts too to rotate with the gems without loss of skills)
Hint: All orbs that affect sockets can be bought from the vendors - you can rely on them (for
the sustain, not the results) ^^

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Cronk wrote:
By the time I was level 34 there was no use for this item at all. I had since found an item which was better than both. I had found this item by trading.

Of course is there a huge lot more items dropped/happened for other people than yourself (you can imagine how small your part of the economy is?), and if you're willing to seek the through forum, shops and trading tools; seek for the choosen seller(s) etc - then you may lose 'some' time in the first place that you theoretically can regain by faster/better progress afterwards... but you also may 'start' to knee deeper and deeper into the trading spiral: there could always be a better offer or an even slightly better item... ^^

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Cronk wrote:
Had I not traded for an item I would have been using a very old and out-dated gear on a level 34 stage of the game.

Whats the problem to not have/not need an upgrade on every corner?! Depending on playstyle, you may prefer specific kinds of items, fast(est) weapons as example. Or just wait for the next tier of a pure evasion armour... The base difference between Wild Leather and Full Leather is ver minor,so what? The jump from a sparkling claw to Tiger's is from level 30 to 43, so what? If my (lower) claw is bad, every new find may be an upgrade, if its average I may not be forced to upgrade ASAP, and if its close to great - I may not NEED to upgrade until an at least average roll of the next desired tier may drop/bought/crafted.
invited by timer @ 10.12.2011
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deutsche Community: www.exiled.eu & ts.exiled.eu
Yes, I don't understand why items such as a 11-22 damage sword is regular loot on level 70+ maps... or 2000+ fusings to six link a chest. I like the game, but sometimes I just wander how many hundreds of hours will I have to play to find something good, while a new player chances a voltaxic in docks on first try....

Doesn't seem fair/balanced.

Hope they do something to correct this disparity, but other than that, good game.
Last edited by Bensene#6982 on Dec 11, 2013, 3:34:26 AM
This game think this is korea MMO where they want you to grind forever to get to the peak.
All those "build" is pointless because they never shine until you reach the final stage (get 5-6L item, get the specific unique).
League: Standard
IGN: IMhermes
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Mr_Cee wrote:
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Oxyn wrote:
Orbs are primarily currency.

NO. Their whole 'worth', their ONLY fact that makes them valuable as currencies, as a trading base, is their functionality as crafting materials. Without, their worth would be ZERO.


I think you need to revisit the idea of currency.

Paper money is worthless as anything but a medium of exchange, and yet you use it everyday and generally agree on its worth with those around you.

In PoE, the fact that currency can be used for something else does a nice job of setting a lower limit on how much the currency's value can deflate : a point is reached where you would have a better chance at a good item crafting it than buying at inflated prices.

Without this feature, it would be no different than gold in other games.
Last edited by Oxyn#1769 on Dec 11, 2013, 3:47:53 AM
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illusionHC wrote:
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ConanTheGamebarian wrote:


Then you never played d3 at launch.

Honestly if you compare PoE's current system to D3, it just makes apparent how much of a sideline gamer you are.


Well actually I played D3 from the very begining so your argument is invalid. I wasn't comparing "system". I was comparing crappy loot. Basically that's why I see no difference. Also - I'm saying it as a "sideline gamer" who've put more than 1000 hours into POE (not to mention I've spend more cash on POE than on D3)


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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.

I disagree. I’m sorry but there is no thrill at all. Basically before picking up an item you already know that it’s gonna be vendor trash 99% of the time.


Regarding your last point... this isn't game design you're arguing against... it's basic mathematics. The chances of any newly found item being an upgrade to what you already have is a function only of how long you've played. Nothing more. It doesn't matter what they do to drop rates; very quickly the situation returns to equilibrium again.

If you play at max level 100 hours, the odds of finding an upgrade by playing another hour are about 1 in 100. If you play 500 hours, 1 in 500. Etc. How many slots you have, how many rolls the items have, etc. are all irrelevant. Using the hour as the observation, the chances that any particular observation will yield the highest value yet is 1 / sample size.

When you trade for upgrades, you jump the curve and make it even less likely you'll find an upgrade yourself.

Every ARPG is subject to the same constraints, because it's basic mathematics. I wish people would find something to ask for that doesn't contradict basic probability.
Last edited by Oxyn#1769 on Dec 11, 2013, 3:47:02 AM
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Oxyn wrote:


I think you need to revisit the idea of currency.

Paper money is worthless as anything but a medium of exchange, and yet you use it everyday and generally agree on its worth with those around you.

In PoE, the fact that currency can be used for something else does a nice job of setting a lower limit on how much the currency's value can deflate : a point is reached where you would have a better chance at a good item crafting it than buying at inflated prices.

Without this feature, it would be no different than gold in other games.


Yeah, GGG currency concept in PoE was genius, because currency has protection from inflating indefinetely. In other games, like Diablo 3, currency is inflating constantly, at excessive rate when bots are taken into equation. In PoE, on the contrary, it doesnt matter how flooded with bots game will be, high-end rare items will never inflate past certain threshold.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
.
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johnKeys wrote:
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BldSwtTrs wrote:
Why is it always the people who have never experienced the full potential of the game that complain so hard.


OP has been here longer than you.

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1. The craft system is meant to be super end game, and it's 100% not even necessary to progress into the highest level maps. And it's in place to act as a currency sink so that the economy does not spiral out of control


super-hard =/= random, it is necessary unless you trade, play for stupid amounts of hours (like thousands from the start of Open Beta), or trade.
and "economy" should not be a factor in considering a crafting system in an ARPG, or any system in an ARPG for that matter.

EDIT: and if crafting is "end-game", that's a huge fucking problem.
crafting should be end-game, and mid-game, and early-game, and every-other-part-game.
different crafting, for different stages.

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2. I'm sorry but you need at least a level 80+ character to fully judge the loot drops of this game


no. that's an utterly ridiculous claim.
I bet I played this game as much as you did, experienced the same content you did (if not more), and my highest level character is 77.
and many people started playing back when both you and I didn't know what Path Of Exile is, know every nook and cranny, and yet don't have characters higher than level 60.

and you know what? even people who started playing 5 minutes ago and have a main character at level 2, still have the right to provide feedback.

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3. people often fail to realize that the "fun" of finding items is directly proportional to how hard they are to find. If every item dropped very easily, the feeling of reward would greatly lesson and the game would get dull much quicker.


again, "random" isn't "hard".
"hard" is "beat a boss that kicks your ass unless you are uber-skilled", not "RNG can give you crap from Mr. kick-your-ass boss, or a Mirror from a random zombie, because it's RNG".
there is a huge difference between using an RNG, and being dominated by one.
GGG clearly went for the latter option.

though I do agree, the game can lose some momentum when you do all there is to do.
but that's normal. every game does.
nothing is infinite, except maybe the Universe - and that's a huge "maybe".
and there's probably more than one Universe.


1. If there wasn't some sort of big currency sink like crafting. The really good items would cost twice as much as they do now, and be even harder for new players to obtain. How do you differentiate between players just wanting to have the best items in the game more easily. And a good crafting system? I admit something like 6Links are far too random and so is external exalting etc(6 link lotteries are a joke/scam). But you can chaos spam items and alch white items and get some very good stuff. Everyone just wants those perfect mirror worthy items without the effort it takes to make them. And they fail to realize that this item progression is a GIANT part of what keeps people playing the game. Make things too easy and the game will lose it's player base rapidly.

2.In order to have a character that kills quickly and can MF very efficiently you need to know a lot about the game to build your character efficiently. You must be able to clear end game maps or piety runs very quickly. It's hard to imagine the OP knows a lot about builds when his highest level is 56. And he hasn't even come close to experiencing the full potential of loot drops. He hasn't even made it to maps.

3. Random is fun, gambling is a billion dollar industry for a reason.

4. The right to provide feedback at level 2? If you ever get cancer or a serious illness, shoot me a PM, ill give you some really solid advice. I got an B+ in anatomy. You're basically saying that knowledge and experience has no merit and everyone opinion's are equal. I guess if you enjoy being politically correct, you can win some friends with that logic. But if this is how the world actually worked we would be living in the dark ages.
ign: DaEDaenarys
Last edited by BldSwtTrs#4844 on Dec 11, 2013, 5:15:46 AM

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