Be careful what you ask for: Gear progression and power creep
" I disagree. As it is now, throttling items from entering the economy does nothing for power creep. All it does it is concentrate items among a small portion of the population who trade the most. This has the effect of accelerating power creep among that small portion of players while making it more difficult for many players to reach gear checks in progression. Players are either at one end of the power creep band or the other - not many in the middle. BoA + better drop rates allows better distribution of gear to more players while also handling power creep better than the current system. Trade is still a big part of a BoA system since not all items are BoA (uniques for example, dropped rares, etc.). Much, MUCH more elegant than the current system. ༼ つ ◕_◕ ༽つ Give moar Power Creep Pls |
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Wow, if you ever made a "newbie's guide to interpreting empirical data", rule #1 is "ignore anyone who uses a random chart from something else totally unrelated to make his point." Rule #2 is "If that chart is unrelated because the author couldn't be arsed to find a blank chart showing a BELL CURVE, also make fun of him on your way out."
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" This type of response is known as a 'straw man', which attempts to introduce doubt in the information presented by attacking a non-relevant component of the position because they have no valid counterargument for the actual topic. I could not find a generic normal distribution chart that demonstrated both a shift in mean and increase in variance in the manner I desired. The closest approximation was the one I presented. Besides, the hot/cold analogy works. Really productive feedback. Thanks for your input. [/sarcasm] "We were going to monitor the situation but it was in the wrong aspect ratio." Last edited by Garr0t#3474 on Dec 10, 2013, 12:39:32 PM
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" I agree wholeheartedly. Unfortunately, there is a sizable population in Standard that is not willing/able to take advantage of this solution. "We were going to monitor the situation but it was in the wrong aspect ratio."
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" Absolutely not. (Well, the straw man part. The productive part would only be reasonable if it changed someone's behavior, and from your response it's clear it won't.) It is absolutely reasonable to assume that someone using a chart in the way you are is also not particularly clear about other parts of his argument - and that is in fact that case here. Specifically, you're neglecting the fact that, although the number "good items" items increase, it's not the absolute number of good items - it's how those items are distributed throughout the playerbase that impacts power creep. You haven't addressed that at all, when it's absolutely critical to the point you're trying to make. Even if this WASN'T the case, though, it still wouldn't be a straw man, which is based on misrepresenting someone's position. I made fun of you for using a silly unrelated graph. Unproductive? Possibly. Straw man? Definitely not. Last edited by simnel#1762 on Dec 10, 2013, 12:45:31 PM
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" I accept this observation, as the distribution of wealth isn't actually the subject of this thread. I did make an opening assumption that predicates the whole post, which is that we are assuming that a normal bell curve is representative of what theoretically would occur if item acquisition were a result of random walk. In a later post I also elaborate on the fact that the initial post was intentionally simplified to mitigate the likelihood others may not understand the message. I guess I failed on that part. =( "We were going to monitor the situation but it was in the wrong aspect ratio."
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"I'm not saying we need power creep, but IMO, the pace of the gear drops need to keep up with the pace of the difficulty, if the game decides to gear check you."
I think that says it all. getting stuck at 60+ lvl when the rest of the game wasn't too hard stops it from being fun. |
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" Hmm... although they do it a completly different thing that is demanded. The demand targets more reliable access not easier average access. " A very tricky general assumption. If I start to play PoE right now the items in the game mean nothing to me... because I don't own them. It does mean that it might be easy to trade for items... but PoE doesn't offer any tools to suggest this option to a new player. " Honestly seeing approachs in a lot of different games for this power creep mainly is used as an excuse to punish poor players for the benefit of rich players. It is similar in PoE. Right now the only people who benefit from the rarity of certain things are people that spend half their day in trade-chat. And since propably a lot of people see PoE from the point of older ARPGs (mainly D2) they propably also play mainly self-found... I'm not sure what is so bad with that. Actually D3 understood that. Getting good gear is so much more rewarding if you killed that ugly bastard that carried your new chestplate around instead of trading for it. " I'm not sure how you compare your progress to those of other players. I basically just play to improve myself and try to manage certain situations better and better. And then there is racing. " Hmm... so PoE is balanced around trading right now. People demand a change (although not as many as you claim) and want it to be balanced around finding stuff themself which would of course result in an increased dropchance, since without excessive grinding it is simply not possible for all but the very least gear dependable builds to progress steadily and safely. It is a bit confusing that you want to keep the game balanced around trading, yet you mention how rewarding it is to get a self-found item... Since release I played 2 Chars up to maps, one is lvl74 so I even did a lot of farming with it. The char is properly equiped. She wears a Saffels... I traded for. She wears Alpha's Howl... I traded for. She wears 30% Move-Speed Boots with a nice health-roll and some resists... I traded for. The only thing I found myself is the lightning-coil I'm wearing. My gloves are crap (I did wear blue gloves up to lvl71 since I simply didn't find rare gloves with better rolls). So the problem is making these moments when you find something so incredibly rare totally eliminates the joy of finding things. I did find good boots after buying those I wear. I would have loved to find them... but since the stats on them were a bit lower (I think they had 5 HP less and a bit less and different resistances) all the exitement was gone... since the game forced me to trade for boots beforehand. |
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"You are correct. I made quite a few generalizations as I was attempting to convey the concept of how more powerful gear can lead to power creep. I actually agree with more reliable access for 'average' gear, which is why I support the implementation of deterministic crafting. "Thanks for sharing this. I hadn't thought of looking at it this way. Though I assert those that are wealthier are likely to have greater time invested in the game, which I think is a 'fair' mechanic. Those that play more should have better gear since they have put in the time to 'earn' it. Lucky drops are like lottery winnings. It isn't intended to be a sustainable source of wealth to replace the time commitment, but rather a windfall income to elevate those whom RNGesus smiles upon. "I agree that everyone could enjoy this game best without the need to compare/consider others in the game, but I get the sensation that many complaints about gearing/progression are precisely because people are comparing their self-found/self-crafted gear to what others have shared. They watch how others play through content with ease and compare it to their own experiences and start claiming the system 'isn't fair' and they feel they are coming up short, hence the demand for changes to itemization mechanics in the game. "I personally would like to see mechanisms that ensure player progression more closely matches the game environment so the gear checks that serve as 'difficulty' aren't so noticeable. There are many approaches to achieving this, and I don't think a general increase in drop/craft rates is necessarily the best solution, arising from my concern of power creep, which is what this thread is about. Thanks for the response! "We were going to monitor the situation but it was in the wrong aspect ratio." Last edited by Garr0t#3474 on Dec 10, 2013, 4:36:14 PM
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A lot of hard thinking for what, I'm wondering.
Let's face it: the goal of hack&slash games is to become a powerhouse in endgame, to crush/explode/disintegrate even the hardest monsters (pick your choose). It's not about balance, it's about the fun of feeling so powerful and relatively invincible. But lately there has been this trend in games that players must grind forever without ever feeling this, because it's supposed to be "hardcore" when your gear is so bad that you feeel death at every corner. To have fun, you must be able to gear up in weeks so you don't get bored and frustrated. So far it only happens for a few chosen folks. Currently, you hit the lv60 wall (called merciless act2-3), suddenly, if you don't already have a handful of carefully chosen uniques and at least a nice 5-linked pice of equipment, you're condemned to grind miserably for weeks to amass currency to painfully trade for one or 2 affordable uniques (which is exactly like D3, except that you have to trade instead of buying at the AH). This could work out if you had a few quest rewards or way to ensure your first few uniques. Unfortunately RNG is not mitigated by anything (no reward whatsoever) and you can play for months without hitting the jackpot. Second thing which is frustrating is that in most games, you farm endgame content to get endgame gear. Here you farm engame content to be rewarded with... anything from lv1 to lv60, which is diluting your chance of getting proper uniques even further. I don't particularly enjoy farming Merc Dominus to get 4 Wanderlust boot, 3 Mindflayers and 3 Ignominon amulets etc etc... I can't remember a game in which people complained because they had too much loot (because you can always raise difficulty later when people start to outgear everything). Grinding miserably for weeks for sure killed shitloads of online games. Last edited by tienbasse#4660 on Dec 10, 2013, 5:18:29 PM
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