GGGuys, can we please stop the vicious circle of unfair mechanics?
" I'm very happy you like my idea, though I'm not as optimistic as you are about GGG running with it. I've had multiple ideas about various aspects of the game, since January 13, and many other long-time forum posters (including some who are no longer here) had even better ones. awesome ones, that would definitely propel the game to fulfill it's titanic potential. explained in great detail, in multiple lengthy posts that must have taken hours to write. GGG ignored most of them completely. and truth be told I understand them: implementing this kind of stuff takes time and effort. possibly even flip the whole core of the game upside down, which is pretty close to impossible at this point in time. it was considered very hard coding work at Open Beta, and now it's actually easier to make a "Path Of Exile 2" with some of the noticeable stability, risk/reward, actual crafting, and monster AI I'm asking for, than have them in this game. not to mention, a lot of them seem to contradict the somewhat twisted idea of "hardcore game" the guys at GGG have. their vision and definition of what "aRPG" should be like. you can take it to Chris if you want, but chances are you'll only get a generic "we'll think about it" response, if any at all. but yeah I'm still here. still trying. Alva: I'm sweating like a hog in heat
Shadow: That was fun |
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" The possibility to overcap resists so much is another balancing fail, how can you make the game challenging for such players except boost monster elemental damage so much it pulverizes those that have them 'just capped'. Once you creep near the top of percentage reduction system every point becomes exponentially more valuable, contrary to heavy diminishing returns on limitless point stacking and natural diminishing returns when stacking percentage of the base like the one we have with damage increases. Why can't monsters overcap resists too? Why can't they have more than 3 charges? Why is their natural crit multiplier lower than ours? Why don't dexterity-aligned monsters have higher attack rating too? Why can't they ever apply more than one curse on the player? Why can't they use flasks? Why is their damage so low compared to health? Why is their detonate dead that much weaker than ours? Why do their curses last so short? They are just as handicapped on some matters as we are, and all that is because game mechanics are inconsistent. But just boosting monster damage sky high is much, much easier than make a challenging game through consistent rules. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Apr 8, 2014, 10:01:10 AM
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This thread makes me wonder, could they not just copy the player mechanics to the monsters and see what happens?
Just for try for see and for know?
Spoiler
and yes i am serious, i would be interested in what happens lol.
All the data needed is already there, it would just mean moving it around and applying it to different objects?(i am sure it's more complex duh, but just keeping it simple here :) ) Freedom is not worth having if it does not include the freedom to make mistakes
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Yeah, they very much need to change elemental damage reduction so that having 70% resist means that you have 70% more effective HP rather than 233.33% more like it is now.
This message was delivered by GGG defence force.
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" A lot of it has to do with how you word things, suggesting things that completely change concepts of the game wouldn't go well by anyone making a product. However, suggesting things that may promote the game to be better, while maintaining structure, ought to. And I may very well hit a wall, it's not their obligation to respond to me, it's a privilege that I can talk to them, no matter how brief or long their statements may be. One of my suggestions, that I really hope they address properly, is the quality of gear dropping, and I think it promotes your ideas very well. My idea was to have gear have a higher chance to have life and resists drop, as it's something that is necessary to progress throughout the game. The beauty of it is, GGG can balance monsters against players that have this more optimized gear, and have a more genuine challenge, instead of our random one shots now. It would be even better to have nice life with 2 resist gear, and fight a boss that follows similar move-sets as you, or something like having to kill an enemy before they can use a vaal skill gem, THAT would make for a tense, fun situation with risk and reward properly following. 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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" +1 and also agree with Op |
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"Fighting Rima with almost 4k life + MoM + 92 cold res, freeze pulse madness is still instarip. BreakingHearts/RhoaHood/BackAndVeryLate (Standard) | HushtailSweep/HushtailWeeps (Ancestor)
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" With a level playing field, players would trounce the monsters' simplistic AI tactics. This is still just as true in PoE as it was in Diablo II. There is no way a staticly programmed monster can compete with the human ability to learn and adapt to an opponent's skills and tactics. Monsters need an unfair advantage to pose a lethal threat to players - such as sneak attacks, overwhelming mobs, damage resistance, high speed, immobilizing effects, or destructive power. Last edited by RogueMage#7621 on Apr 8, 2014, 4:57:37 PM
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" I understand that, the main issue i think PoE has atm is that most of the challenge and danger is presented in "brute force" style. Simply because adding additional "speed checks" would be suicide given the coding. Freedom is not worth having if it does not include the freedom to make mistakes
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AI development in vidya got stuck in the 90s. You can't expect good AI from any game, so difficulty has to come from different sources.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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