The main problem PoE has is that risk/reward is broken. The second problem is that the devs understanding of a "hardcore" experience equates it with hopeless grinding instead of genuine difficulty. That or the lack of imagination to make the game fun enough to get people playing for extended periods of time without the 'grind' feeling.
PoE has the worst loot of any loot finder out there and the worst progression in the endgame and all in favour of 'economicism' and anti-fun dev thinking and game design because player capture over time is insufficient to generate enough income otherwise.
However for that to change it's needed revolutionary combat and gameplay in the genre, and I'm afraid is too late for PoE to change that cause the engine is pretty much set in stone; although gameplay wise a lot of stuff can be done to improve the game.
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Posted byknac84#3886on Dec 8, 2013, 5:16:40 PM
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Thanks for the great post and discussion. This kind of constructive thread is very helpful.
I'd like to present my opinion on this. It doesn't necessarily represent any changes we're going to make.
If we had no currency items, our item system would be similar to older action RPGs like Diablo 2. You'd have to rely on finding rares as you play. Some of those rares would (by chance) be appropriate for your character, and others could be traded. We have a similar drop rate of rare items.
The addition of currency items like Orbs of Alchemy and Exalted Orbs allow players to modify their items in a more directed way. The extent to which this game system is important depends on how often they drop.
If alchs and exalts drop every minute then players would have easy access to masses of rares, all with six mods. This would create an extremely crafting-heavy game and content would have to progress steeply in difficulty to compensate. Rares would quickly "converge" so that everyone had top-5% ones.
On the other hand, if the currency items dropped extremely rarely, then players would almost never get the chance to create a rare or to add mods to one. They'd be relying *almost* entirely on item drops, so it'd be far harder for items to converge on the best rares.
This continuum, controlled by currency drop rates, dictates both the difficulty of the game, but also the amount of expected item manipulation that players need to engage in to gear up for Merciless.
Players play Path of Exile more efficiently than we imagined when we initially set the currency drop rates (which have remained mostly unchanged since then). Players are concentrating their item rerolls into fewer and better items than we intended. While this level of end-game item manipulation is often described as really fun, it has the problems that you've discussed in this thread. One way to address this would be to reduce the drop rate of higher currency and also make content easier. I am very aware that if we did this, people would complain that we nerfed currency drops and dumbed down the game difficulty. We'll find a better solution!
One thing I learned from launching Path of Exile is how difficult it is to modify a game once it's live and people are relying on enjoying their current characters. As much as I'd love to make sweeping changes to try to improve how fun and satisfying the item system is, we have to be mindful to do it in the correct way so that the silent majority aren't upset at the changes.
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Posted byChrison Dec 8, 2013, 5:24:09 PMGrinding Gear Games
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Chris wrote:
Thanks for the great post and discussion. This kind of constructive thread is very helpful.
I'd like to present my opinion on this. It doesn't necessarily represent any changes we're going to make.
If we had no currency items, our item system would be similar to older action RPGs like Diablo 2. You'd have to rely on finding rares as you play. Some of those rares would (by chance) be appropriate for your character, and others could be traded. We have a similar drop rate of rare items.
The addition of currency items like Orbs of Alchemy and Exalted Orbs allow players to modify their items in a more directed way. The extent to which this game system is important depends on how often they drop.
If alchs and exalts drop every minute then players would have easy access to masses of rares, all with six mods. This would create an extremely crafting-heavy game and content would have to progress steeply in difficulty to compensate. Rares would quickly "converge" so that everyone had top-5% ones.
On the other hand, if the currency items dropped extremely rarely, then players would almost never get the chance to create a rare or to add mods to one. They'd be relying *almost* entirely on item drops, so it'd be far harder for items to converge on the best rares.
This continuum, controlled by currency drop rates, dictates both the difficulty of the game, but also the amount of expected item manipulation that players need to engage in to gear up for Merciless.
Players play Path of Exile more efficiently than we imagined when we initially set the currency drop rates (which have remained mostly unchanged since then). Players are concentrating their item rerolls into fewer and better items than we intended. While this level of end-game item manipulation is often described as really fun, it has the problems that you've discussed in this thread. One way to address this would be to reduce the drop rate of higher currency and also make content easier. I am very aware that if we did this, people would complain that we nerfed currency drops and dumbed down the game difficulty. We'll find a better solution!
One thing I learned from launching Path of Exile is how difficult it is to modify a game once it's live and people are relying on enjoying their current characters. As much as I'd love to make sweeping changes to try to improve how fun and satisfying the item system is, we have to be mindful to do it in the correct way so that the silent majority aren't upset at the changes.
Good to see your thoughts on this!
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Posted byDeletedon Dec 8, 2013, 5:30:07 PM
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Chris wrote:
Thanks for the great post and discussion. This kind of constructive thread is very helpful.
I'd like to present my opinion on this. It doesn't necessarily represent any changes we're going to make.
If we had no currency items, our item system would be similar to older action RPGs like Diablo 2. You'd have to rely on finding rares as you play. Some of those rares would (by chance) be appropriate for your character, and others could be traded. We have a similar drop rate of rare items.
The addition of currency items like Orbs of Alchemy and Exalted Orbs allow players to modify their items in a more directed way. The extent to which this game system is important depends on how often they drop.
If alchs and exalts drop every minute then players would have easy access to masses of rares, all with six mods. This would create an extremely crafting-heavy game and content would have to progress steeply in difficulty to compensate. Rares would quickly "converge" so that everyone had top-5% ones.
On the other hand, if the currency items dropped extremely rarely, then players would almost never get the chance to create a rare or to add mods to one. They'd be relying *almost* entirely on item drops, so it'd be far harder for items to converge on the best rares.
This continuum, controlled by currency drop rates, dictates both the difficulty of the game, but also the amount of expected item manipulation that players need to engage in to gear up for Merciless.
Players play Path of Exile more efficiently than we imagined when we initially set the currency drop rates (which have remained mostly unchanged since then). Players are concentrating their item rerolls into fewer and better items than we intended. While this level of end-game item manipulation is often described as really fun, it has the problems that you've discussed in this thread. One way to address this would be to reduce the drop rate of higher currency and also make content easier. I am very aware that if we did this, people would complain that we nerfed currency drops and dumbed down the game difficulty. We'll find a better solution!
One thing I learned from launching Path of Exile is how difficult it is to modify a game once it's live and people are relying on enjoying their current characters. As much as I'd love to make sweeping changes to try to improve how fun and satisfying the item system is, we have to be mindful to do it in the correct way so that the silent majority aren't upset at the changes.
But why does almost everything have to be RNG? How can it be called Hardcore when skill matter very little?
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Posted byRandomzx#0844on Dec 8, 2013, 5:32:36 PM
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Randomzx wrote:
But why does almost everything have to be RNG? How can it be called Hardcore when skill matter very little?
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.
Skill matters in combat. Skill matters in races. Skill matters in PvP. Skill matters in trading. Skill matters when checking the vendor and knowing what to look for. Skill matters when looking at white items on the ground and realising that one of them has chromatic sockets or is a really high itemlevel.
If you succeed at the above areas through your skill, then you receive more (and hence better, on average) random items. Without the RNG, it would not be fun.
Last edited by Chris#0000 on Dec 8, 2013, 8:40:12 PM
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Posted byChrison Dec 8, 2013, 5:37:39 PMGrinding Gear Games
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Skill is knowledge applied. And there's a hell if a lot to learn in this game.
Last edited by SL4Y3R#7487 on Dec 8, 2013, 5:42:22 PM
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Posted bySL4Y3R#7487on Dec 8, 2013, 5:41:45 PMBanned
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Chris wrote:
One thing I learned from launching Path of Exile is how difficult it is to modify a game once it's live and people are relying on enjoying their current characters. As much as I'd love to make sweeping changes to try to improve how fun and satisfying the item system is, we have to be mindful to do it in the correct way so that the silent majority aren't upset at the changes.
Well said , i hope that wont stop improvements to the game to be implemented. I spent so many hours in this game and i have enough of trading.
For me 3 main issues :
- desynch (after 5 months of carefuly building up gear for my character on hc , trading like crazy i died to desynch on turbo Kole in map ) (gonna play SC from now on)
- low drop rate of orbs is extra frustrating. No wonder RMT sites are spammin like crazy i guess some ppl can be desperate to buy orbs illegaly and have some fun.
- nerfs - u commit to a build and 2 months later u get shit like Damage over Time Nerf Slap ... makes one loose trust in any future atempts to make a build.
IGN : Sir_Big
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Posted byAchilion#0497on Dec 8, 2013, 5:42:21 PM
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Chris wrote:
Thanks for the great post and discussion. This kind of constructive thread is very helpful.
I'd like to present my opinion on this. It doesn't necessarily represent any changes we're going to make.
If we had no currency items, our item system would be similar to older action RPGs like Diablo 2. You'd have to rely on finding rares as you play. Some of those rares would (by chance) be appropriate for your character, and others could be traded. We have a similar drop rate of rare items.
The addition of currency items like Orbs of Alchemy and Exalted Orbs allow players to modify their items in a more directed way. The extent to which this game system is important depends on how often they drop.
If alchs and exalts drop every minute then players would have easy access to masses of rares, all with six mods. This would create an extremely crafting-heavy game and content would have to progress steeply in difficulty to compensate. Rares would quickly "converge" so that everyone had top-5% ones.
On the other hand, if the currency items dropped extremely rarely, then players would almost never get the chance to create a rare or to add mods to one. They'd be relying *almost* entirely on item drops, so it'd be far harder for items to converge on the best rares.
This continuum, controlled by currency drop rates, dictates both the difficulty of the game, but also the amount of expected item manipulation that players need to engage in to gear up for Merciless.
Players play Path of Exile more efficiently than we imagined when we initially set the currency drop rates (which have remained mostly unchanged since then). Players are concentrating their item rerolls into fewer and better items than we intended. While this level of end-game item manipulation is often described as really fun, it has the problems that you've discussed in this thread. One way to address this would be to reduce the drop rate of higher currency and also make content easier. I am very aware that if we did this, people would complain that we nerfed currency drops and dumbed down the game difficulty. We'll find a better solution!
One thing I learned from launching Path of Exile is how difficult it is to modify a game once it's live and people are relying on enjoying their current characters. As much as I'd love to make sweeping changes to try to improve how fun and satisfying the item system is, we have to be mindful to do it in the correct way so that the silent majority aren't upset at the changes.
I bolded the problem.
If this said crafting mat, bound crafting mat; the loot find game, the economy and the crafting system wouldn't be the impossible dream it currently is, and will remain.
Casually casual.
Last edited by TheAnuhart#4741 on Dec 8, 2013, 5:43:53 PM
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Posted byTheAnuhart#4741on Dec 8, 2013, 5:43:05 PM
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Thanks for posting, Chris, it's nice to know GGG is thinking of ways to improve the game to make it more fun.
ps: I find slaughtering hordes of mobs and getting nice gear upgrades drops tons of fun. Trading? Crafting for worse gear than I started? Not so much.
༼ つ ◕_◕ ༽つ Give moar Power Creep Pls
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Posted byDruga1757#1370on Dec 8, 2013, 5:43:29 PM
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Chris wrote:
"
Randomzx wrote:
But why does almost everything have to be RNG? How can it be called Hardcore when skill matter very little?
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 every seen.
Skill matters in combat. Skill matters in races. Skill matters in PvP. Skill matters in trading. Skill matters when checking the vendor and knowing what to look for. Skill matters when looking at white items on the ground and realising that one of them has chromatic sockets or is a really high itemlevel.
If you succeed at the above areas through your skill, then you receive more (and hence better, on average) random items. Without the RNG, it would not be fun.
Thank you.
IGN : @Morgoth
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Posted byMorgoth2356#3009on Dec 8, 2013, 5:46:04 PM
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