POE: The Best of Games and the Worst of Games

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BldSwtTrs wrote:
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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.



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.

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Actually I have made it to maps. I delete my characters when they die in hardcore. Have no interest in playing in the normal league. And your point is elitist and wrong as well. Anyone playing the game at any point experiences drop rates and the crafting system. To try and say they only matter after level 80 is ridiculous but reflective of the entitlement the new generation of self proclaimed "hardcore" gamers feel about themselves.
you got the quotes mixed up a bit, johnnysd.

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BldSwtTrs wrote:
Spoiler


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.


1. I care little about "cost" or "economy". if the game was risk/reward, many people like myself won't feel frustrated by bad RNG, or "meh" by sudden good RNG.
many people would feel they are getting somewhere on a skill and knowledge basis.
getting somewhere, by playing the game instead of the trade chat/forum.
earning their loot, instead of just being given some (or not. mostly not).
and actual crafting instead of gambling, means you're putting your hard-earned orbs to good use, instead of just going "fuck this, let's trade".

this may be a surprise to you, but I'm against the mainstream "increase drops" outcry.
instead, I'm for a strong link between progress and skill.
being "rich" and well-geared, because you deserve it.
earned it, by playing.
by overcoming challenges instead of bot-grinding zero-risk areas until success, or trading, or RMTing.

2. or, you can know absolutely nothing about the game, copy a proven build, and trade/RMT for awesome gear you have near-zero chance of getting otherwise.
and reach level 90 doing so.
therefore level means nothing. skill and game knowledge mean everything.
look at Charan's characters. look at Scrotie's. look at some of the chars of other Alpha members, early Closed Beta guys, and top racing guys have.

3. no it isn't. and Gambling is like doing drugs: a very bad kind of addiction.

4. I meant provide feedback in general.
do you feel you have the right to shut someone up, because he isn't level X or played Y hours? no, you sure as hell don't.
people who saw more of the game can provide better, more complete feedback - but everyone has the right to provide any feedback.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Dec 11, 2013, 2:35:46 PM
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illusionHC wrote:
Joined:
18 November 2013
Oh well ;)
It says a lot ;)


I've been here long enough to read the forum rules. Don't be obnoxious. I have no problem reporting users who are.
In the morning
Laughing happy fish heads
In the evening
Floating in the soup
Last edited by PrimeHydra#4228 on Dec 11, 2013, 2:22:08 PM
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bluefalcon74 wrote:

There's about 45 pages in this thread detailing exactly why folks say the loot is bad in this game. You could try reading those if you really want to understand. Not sure what you mean by "boring" loot, most of us are talking about the amount of farming it takes to find an upgrade to our current loot. I play self-found too, and the problem is only exasperated in that situation. As far as your fusings, it's a pipe dream. You're more likely to find a 5l drop than to craft a 5l much less a 6l.

Your (and my) stash may be over-flowing, but I bet it's over-flowing with rares and a few uniques that you will never use as they aren't viable for your character. Hardly worth the effort for a few alch shards.

I agree the problems could be fixed, but the problems aren't being fixed. The downfalls are still negatives until they're fixed and made positive. I'm glad you are enjoying the game, but knowing right off the bat that a self-found character will never make it to end-game maps kind of takes the wind out of the sails. As you level up the rewards becme fewer and fewer. imo this should be the reverse. You level up to take on bigger and badder mobs, so you should have a chance to find bigger and better loot.


I have a lot more faith in GGG than I did in Blizzard, or even Runic, to address these issues. I mean, they're rolling out patches during the Holiday weeks. They could be drinking eggnog and congratulating themselves on shipping the real Diablo III--it would be fully warranted. Giving item balance a good hard look, now that the game is in wide release, is no small feat. I don't think we should despair because they aren't responding with specifics this instant.

As a longtime player of D2, I never needed amazing gear (Enigma or other duped runewords) to succeed in Hell. I really wonder with some of these posts, whether players are just spoiled. We'll see, maybe I'll get to Merciless and hit a brick wall. But I kind of doubt it.
In the morning
Laughing happy fish heads
In the evening
Floating in the soup
Last edited by PrimeHydra#4228 on Dec 11, 2013, 2:29:55 PM
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bluefalcon74 wrote:
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Make things too easy and the game will lose it's player base rapidly.


Make things too hard and the same thing happens even faster. I never felt as hindered in acquiring loot in D2, yet that game still has people coming back.

Keep in mind, the average player isn't obsessively infatuated with the top-tier 1% items they see someone else wearing. They simply want a fair chance at finding something worthwhile once in awhile. PoE has failed in that respect.

If I can farm for 15+ levels and not find a single upgrade to my bow, that is a problem. And one GGG may want to address quickly.

I also fail to see how trade-to-win isn't the absolute easiest way to breeze through the game.


That's very true. In hundreds and hundreds of hours of playing D2, even to the point of being Top 10 on the hardcore ladder I only found a handful of really epic hell level uniques and set items, but I was ALWAYS finding interesting stuff because there was just so much to find in D2. As I mentioned before, with gems, jewels, runes, set items, runewords, charms and class specific items there is just such a bigger pool of stuff to find. So you always seemed to find something interesting and fun. Also, mid-range uniques were MUCH more fleshed out in D2 than POE. Items like Titan's Revenge were not the ultimate, but it was pretty awesome and items like it were reasonably find-able. POE has base items in three flavors, with the unique flavor being very rare, skill gems and very very rare currency.

People in this thread assume that people want the very best items (the Windforces of POE) to be easier to find, and that is not true. People want it to be easier to get progressively better gear, more interesting gear and a crafting system that retains an element of luck but not as unforgiving and brutal as it is now. There is a thread in the general where it took like 680 jewellers just to get 6 sockets. Not 6 linked, but 6 sockets. That is off by a factor of at least one magnitude if not 20 times and is not fun on any level
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AustinNH wrote:
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Oxyn wrote:
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illusionHC wrote:

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.


Everyone needs to read this carefully and make sure they understand why it's true. This basic point seems to be missed by the vast majority of GD posters in this thread and many others.

I would love so much to see this explained more in depth, because it doesn't make any sense unless you clearly define "max level", "upgrade"... and I enjoy my maths. What you call irrelevant isn't. I can make out silly conclusions like yours all day long if I don't provide the right starting hypothesis.


Beside this, nearly 50 pages to see that PoE is full of qualities, gameplay seems highly appreciated. Loot could be better (item level should be linked with monster level), but it could also be worse.

But so far I see very few people appreciating the crafting system, especially the socketing/lining lottery.

Maybe smart GGG people should be able to start seeing a trend (because it's coming back and back again)?
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PrimeHydra wrote:
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illusionHC wrote:
Joined:
18 November 2013
Oh well ;)
It says a lot ;)


I've been here long enough to read the forum rules. Don't be obnoxious. I have no problem reporting users who are.

Obnoxious ? I was just trying to highlight that u should not talk about loot in this game if you didn't beat merciless. Personally, I wouldn't talk about core mechanics of any game without reasonable experience. Getting to 54 is like 10 hours ?
http://www.pathofexile.com/forum/view-thread/359031 @ my HC/Onslaught -> SC Exchange thread
http://www.pathofexile.com/forum/view-thread/440740 @ my onslaught shop
IGN : xNeverGONNAletYOUdownx
Last edited by illusionHC#6462 on Dec 11, 2013, 3:17:51 PM
PoE really, really needs something like Horadric Cube-crafted stuff from D2. At least with those you knew more or less what to expect of the expensive items you were consuming, and with a bit (just a bit) of luck you could even attempt Hell with them.
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tienbasse wrote:

I would love so much to see this explained more in depth, because it doesn't make any sense unless you clearly define "max level", "upgrade"... and I enjoy my maths. What you call irrelevant isn't. I can make out silly conclusions like yours all day long if I don't provide the right starting hypothesis.


Beside this, nearly 50 pages to see that PoE is full of qualities, gameplay seems highly appreciated. Loot could be better (item level should be linked with monster level), but it could also be worse.

But so far I see very few people appreciating the crafting system, especially the socketing/lining lottery.

Maybe smart GGG people should be able to start seeing a trend (because it's coming back and back again)?


The whole thing about using a time interval as a single observation in statistics is that it doesn't matter what the other parameters or variables are at play, as long as they are held constant from observation to observation.

Of course in PoE they don't stay absolutely constant over the life of a character - you run higher level maps, etc. but this is an issue that completely disappears once you are getting loot high enough to roll the highest affixes. The rest of what goes into playing we assume to say constant, i.e. that the player doesn't radically change their play from hour to hour when it comes to things like kill speed, what drops they pick up and identify, etc.

So let's assume we're talking about "max level" as the point in the game where all loot items are available to you. The term "upgrade" doesn't have to be defined here, because it is defined by the user. As long as a consistent process is being used to decide which items the character is using, we don't have to define what makes one item better than another a priori.

If you want to look at upgrade percentages as a function of total drops for an item slot instead of interval-based, that works exactly the same:

For any N items found of the same type, the chances that the Nth found will be the best (most suitable for the character) found so far is 1 in N.

Last edited by Oxyn#1769 on Dec 11, 2013, 3:30:12 PM
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tienbasse wrote:


But so far I see very few people appreciating the crafting system, especially the socketing/lining lottery.

Maybe smart GGG people should be able to start seeing a trend (because it's coming back and back again)?


I agree on this subject. It's not the average cost of getting a 6L that is the problem; it's the MASSIVE disparity that exists in terms of outcome on either side of that average.

Someone that gets a 6L in 10 tries is so much absurdly better off than someone that does it in 1000 tries, all due to something over which neither had any control whatsoever.

The clear solution is to offer 6S and 6L as vendor recipes at or slightly above the average cost of producing those conditions right now. Whatever it is (pulling numbers out of thin air here), 200 jewellers for 6s; 400 fusings and 400 scraps/whetstones for 6L; it would give players the option to forgo any lucky chance in exchange for the end result they want, all without increasing the total number of 6S or 6L items that can be produced for any unit of time and removing the same amount of currency from circulation (because the average was used.)

There already exists a perfect orb for players that love to gamble, and it's aptly named Chance. Leave Chance as the longshot.
Last edited by Oxyn#1769 on Dec 11, 2013, 3:46:20 PM

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