Why I Believe RNG in Excess is Counter Productive
" No I meant removing them from the passive tree to put them somewhere else, for example on the character screen. I'm talking about STR / ACC / HP / MANA / DEX Last edited by Startkabels#3733 on Mar 18, 2014, 2:55:49 PM
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" I've had two attempts at "writing books" on this forum thus far haha, I am glad people take the time and read what's posted. Even better when I get responses. If you feel like adding more to the discussion, I urge you to do so, and if not, that's just fine. Thanks for posting. Guide - How To Get Started in Path of Exile - https://www.pathofexile.com/forum/view-thread/1297390
My Feedback Analysis Thread - https://www.pathofexile.com/forum/view-thread/1270724 |
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Nice feedback. I think I might go as far as to say nothing here would make the game worse in any way. Although, I still have a few things I can add.
"I can't disagree with removing or lessening the penalty, I would be all over that and the gear options that might provide. What I feel I can disagree with is keeping max resists a necessity for almost every character that exists. Why can't Veil of the Night be a viable unique? "I wasn't sure about how to feel about this suggestion at first, but I think I'm warming up to it. Fuck yeah, tangible endgame progression! What I would avoid, however, is the sharing of these "waypoint" maps. So, I guess have the white base area not actually have the waypoint itself in it. I don't see why this couldn't apply in a similar way to Atziri too. I mean, if she's as hard as she seems to be, what's wrong with giving someone infinite attempts to kill her? Heh, I guess I know the answer to that one. The content wouldn't last as long. I suppose bosses can be difficult in more ways than one. "Yes. |
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" Hey, thanks for reading and posting, I'm glad you feel these ideas wouldn't make the game worse in any way. I would actually love if resists vanished completely and instead of gear that requires 2 resists we got gear that increases attack speed and casting speed or add damage. It would also make it less stress that gear NEEDS to have these or they're considered trash. It'd be a lot of fun I feel if we weren't limited to map drops, that way we could do the maps we wanted to, and the tiers. I'm not sure if this system was implemented it would have the unique maps though, other wise it would undermine them dropping, but this is also just a theory, so it's not like it pays to over-think it haha. As far as Atziri goes, I wish they had the pieces of the mask have the same chances of dropping, it's...dumb to have it where there will be a ton of players with the first quarter and none with the other quarters. And yes, auto-sorting, I would be so happy to receive this. Guide - How To Get Started in Path of Exile - https://www.pathofexile.com/forum/view-thread/1297390
My Feedback Analysis Thread - https://www.pathofexile.com/forum/view-thread/1270724 |
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I'm sad to see this go so far down on the feedback forum list.
Guide - How To Get Started in Path of Exile - https://www.pathofexile.com/forum/view-thread/1297390
My Feedback Analysis Thread - https://www.pathofexile.com/forum/view-thread/1270724 |
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jaxxx put a lot of effort into the OP, so I guess I'll reply in detail. Feels like a bit of a chore, but whatever.
" Of course there are some items which aren't achievable to many players. If every item is achievable to everyone, then in relatively short order everyone achieves them, and all sense of item-based progression is lost. In order for the system to work as optimally as possible, there need to be items which are not currently achievable, but achievable with items which are achievable, or some non-infinite regress thereof. " I don't think it's an unfair manner, except when desync is involved. When it isn't, it's merely doing so much damage it kills players faster than they can think ... which is the only way players die. " I've played this game long enough to know that, if your build doesn't work with a mere 4L, then it's probably not going to work with a 6L, either. Before trigger gems, every serious endgame build was very strong with 6L, strong with 5L, and doable with 4L. Trigger gems do mix it up a bit, I'll admit CoC builds need their links, but it's seriously not anything which needs to be guaranteed to players. " You'd have almost no one actually using currency on maps if you did this; they'd just run the white version over and over. The reason people toss currency at maps is because they realize not doing so risks hampering their progression and going back to Merciless. It's important to keep that motivation in place, while making it reasonably likely that those who do use appropriate amounts of currency on maps stay in maps. "Your "Orb of Legends" already exists, it's called Orb of Chance. Now if you say "but no one uses Orb of Chance on the gloves which become Facebreakers, they're too busy using them on Occultist's Vestments and Siege Axes"... well, just think about how people would use your Orb of Legends, then. " I actually agree with you about the Ranger evasion/life nodes. However, I think the vanilla 8% life nodes by Mind Drinker are fine, and disagree with most everything else you said here. " I agree completely here. "For some skills, Attack Speed is already the quality bonus. For others, physical damage; for others, critical strike chance (Dual Strike). Having a variety of quality bonuses for gems is far better than any form of universal scheme. " There is absolutely nothing urgent about 0.5% of your max Life per second in damage. Nothing. I am not saying all bosses are properly tuned, some are overtuned, but let's not baby the players that much. " I played with a very similar mechanic while I was still playing Diablo 3, and I didn't really feel it was engaging; generally speaking, the plan was still to find a way to mitigate it completely and not care about it at all. I'm not really sure what to do here, which is part of the reason why I'm trying to log in playtime with the new leech on a variety of characters with very different Reflect-prevention mechanisms (one's pure burning damage-over-time and doesn't hit, one's Incinerate Arctic Armour, one's totems and traps, one's Vaal Pact, one's evasion Ondar's Guile and will be trying to get 95% evade against herself). I guess I'll get back to you on this one, because I'm not done testing. " I don't feel like this is an unbeatable thing, especially not with Purity of Lightning and such. Yes, it exists to punish fast attacks/spells, obviously, but I don't see how you could have very little concern over reflected damage yet hate so hard on Lightning Thorns. As I said earlier, I'm building an Incinerate character, so I'm sure I'll have a strong opinion on this at some point. " Really don't like the pet idea. I don't prioritize it as highly as you do, but an inventory Tetris auto-solver would be nice. " You really have no idea what you're talking about here. Currency is used. In large quantities, even. However, the vast majority of it is used by a very small minority of players, with one specific intent: to create the best, most Mirror-worthy items on the server. This is a far more productive use of the currency than, well, whatever it was you were planning, so they offer you deals better than the benefit you'd get from the currency — but worse than the benefit they will get from it — and then you don't use it and trade it to them instead — which they profit from. So in order to actually create the change of "the majority of players actually use currency on non-map items," you need to create a situation where the common use can actually compete with the ultra-high-end, Mirror-worthy use. If you help both out equally, nothing will change, and actually things may get worse; for example, your situation would lead to even quicker production of mirror-worthy items and a faster godly-gear flood in Standard, controlled by the rich players rather than the common ones. Any appropriate change here would specifically target low itemlevel gambling (because using orbs is gambling, not crafting) for some kind of buff, and/or target high itemlevel gambling for some kind of nerf. Any type of global change, which effects all itemlevels of gambling equally, is going to have no positive effect. ------------------------------------------------------------------------------- Overall, I admire your enthusiasm, but I think you still have a lot of game design education in store for you before you can tackle all of these things with the intelligence they deserve. The good news is, you are enthusiastic, so there might be hope for you yet. I recommend watching Extra Credits on YouTube; also, if you're familiar with Magic: the Gathering, go read some Mark Rosewater articles. Or something, I don't know if those are the best sources for inspiration or if there is better out there. But try to work on your game design understanding some more, and I believe we could see some real quality posts out of your in the future. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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Your post is very interesting, as usual with huge posts agree and disagree on some things. Scrotie's analysis is similar to my point, but still don't agree with some of his points either.
I am very sad about the state of affiars regarding 6l, I remember fondly the day that 4l's were what you aimed for, having a 4l in every slot to me was a perfect build, and I don't think I ever had a 5l in CB until right at the end despite mapping. Now it feels like my character is missing something most of the time if I am only 4l (though I have still taken a number of chars to map level with only 4l). Scrotie-> Really interested in your analysis of reflect based on the various options to deal with it, please write up a report about this that'd be awesome But finally, resists, this is my biggest annoyance/disappointment. The percentage based system has the problem that each percent, because it is a percent, is MORE valuable than the last. Going from 75%->76% is less effective than 76%->77%. Indeed 75%->85% gives 25% dmg taken to 15% damage taken, essentially 60% less. Going 85%->90%, half the effort, goes 15% to 10% which is essentually 66% less. Its more effective to get 5% max than it was to get the earlier 10%. That sort of system is terrible, and it leads to other problems regarding enemy damage, as if an enemy damage is scaled for 50% res, and you are at 75%, your taking half the dmg and its trivial. same thing if its scaled for 75% and you are at 85%, your taking 40% of the 'scaled for' damage and its trivial. Put it at 85% though and all of a sudden those without +max res are getting demolished. |
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ExtraCredits? C'mon ScrotieMcB! We do a little better than that guy, right? I mean he's sometimes got a good point, but a lot of the time, eeesh...
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite#0701 on Mar 18, 2014, 10:54:24 PM
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"I think it's a very solid coverage of some very basic concepts, although admittedly most of them have only minor application in ARPGs. I only very rarely find myself in actual disagreement (although it does happen). When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" Side topic, a person with some very good descriptions of things is Errant Signal. He generally talks about a specific game, but his video on kinaesthetics is very very applicable to PoE. How the game 'feels' for controlling it. |
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