I know more people that left because PoE is easy.
"Yes, they do. (Watch until 11:20.) 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. Last edited by ScrotieMcB#2697 on May 20, 2014, 5:16:10 AM
|
|
" Seems to be the problem of the analogy. It just does not work that way. But what you say is a matter of perspective. I (and I'm not alone) much rather find an abundance of different, usable uniques, because I love having lots of alts with lots of different builds, and I love finding uniques that make me want to start a new char, just to have a go with them. And I (not alone) don't care at all for the rarity of uniques being related to their market value. If the market is going to be saturated with mid-tier uniques of which I might have multiple instances, rendering them basically useless - that's just life. You can't have it both. |
|
Casual difficulty vs hardcore difficulty is all an illusion an relative.
Imagine an alternate parallel PoE where everything is much harder 6L, drop rates, xp gained from a content etc. If they saw our *hardcore* version PoE they would tell "lol casual scrubs, trashed down stupid game", and then almost immediately they would jump to our universe to make an account in our version :D |
|
" People do. IGN: SplitEpimorphism
|
|
"I am getting so sick of people acting as if drop rates have anything to do with how hardcore or casual a game is, because they don't. Take a casual game and decrease the hell out of the drop-rates, and you have a no-life casual game; take a hardcore game and increase the drop-rates, and you have a fast-paced hardcore game. (A faster pace is not always better.) However, it's nice to see someone understands the concept of how increasing or decreasing drop rates doesn't mean shit and won't fix (or, for that matter, cause) any of the game's problems, with the sole exception of players running out of content sooner (which, given how difficult it is to get perfect items, isn't a huge concern anyway). Simply put, it's a complete dead end in terms of actually improving the quality of time played, and instead deals solely with lengthening it. 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. Last edited by ScrotieMcB#2697 on May 20, 2014, 5:31:37 AM
|
|
Idk really:
Too easy: play hardcore, self-found do maps underleveled. Stop using alt+f4 and /oos macros. Alch all white maps. Do only unid maps without tping out ever. Get +300% iir, do maps with own timer (say 10 minutes per map). Too hard: find a casual guild to chat with, go trade to raise 50ex, go read some guides, drop some iir and get some life nodes +hp items. Skip overtuned content. Go softcore. Wait till op items drop in price level other char. Find friends to carry you cause you're awesome guy. Why quit seriously. Too hard/easy are not reasons in the game you can tune for yourself. |
|
" We had that alternate universe, we called it closed beta. I am calling the current implementation of the game easy, heading towards casual. But to your last point, with all of the handrails and training wheels added since open beta you would think more people would make an account in the "easier PoE", but if you take a look at this Steam Graph... I forgot, steam graphs only convey people who leave over "difficulty". |
|
" " By saying this you imply that they care. Else why would you post it? " More people left because it was too hard (for them). In the end, game is marked as "hardcore", right? So, your point being? Real knowledge is to know the extent of one's ignorance. Ignorance more frequently begets confidence than does knowledge. https://joeduncan123.imgur.com https://joeduncan1234.imgur.com Last edited by Perq#4049 on May 20, 2014, 5:33:29 AM
| |
" I'm definitely for taking away (some) power from trading and putting it (back) into H&S aRPG-ing. There is a lot of things (eternals, mirrors, endgame map system...) that mostly serve the purpose of fueling the economy. There is no aspect of the game, where those who don't trade can beat traders. Absolutely none. Everything one can do through playing the aRPG, a trader can do 10x better, more efficient or faster. Now if this was some tycoon monopoly game, it would make sense, but it's a freaking aRPG. Trading is an instant gratification mechanic designed for the "wider audience". Thus one can argue that PoE was always meant for the "wider audience". The current economy cannot be sustained (other than trough botting & RMT), without this wider audience selling off their exalts & eternals to the guys sitting at the top of the pyramid. ie. if you want to sustain this type of economy, where the majority of players forgo certain aspects of the game, you need (to retain) casuals. To retain casuals you need to make the game easier. IMO, it all comes around back to the design premise that "economy is the most important thing". I think that for a real hardcore aRPG experience, trading should be severely limited and economy should not be "the most important thing". More options should be given to the player to achieve goals through H&S / (real) crafting / questing... Maybe in paid leagues (if they ever come) When night falls
She cloaks the world In impenetrable darkness |
|
" I agree with this in concept. There is an implicit progression/power curve that GGG build around or toward. Boosting drops without, say, eliminating trading is simply moving that curve as Scrotie suggests. Similarly, nerfing trading (eg SFL) without boosting drops does the exact opposite. Neither good nor bad, that's subjective and ultimately Chris' call. P. Last edited by mrpetrov#7089 on May 20, 2014, 5:48:04 AM
|
|