SET FREE THE ASCENDANCY POINTS (or rework the lab) [New ascension methods/lab rework ideas]

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Turtledove wrote:

They would be doing amazing financially then if the labyrinth was fixed reworked.

We will never know ...
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Fruz wrote:
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Turtledove wrote:

They would be doing amazing financially then if the labyrinth was fixed reworked.

We will never know ...


Perhaps not but hopefully when they finally get around to fixing the Ascendancy Points they'll see some nice improvements.
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
Well, add me to those people, who ragequit poe beause of the lab.

Its so f*cking boring, frustrating ... and a arrogant game design too. Whenever I just enter the lab, starts two feelings to grow. 1st: I want to get trough this place at once, 2nd: I *really* want to hurt the guy (or girl), who designed this bullshit and allowed it into this game.
Someone recently posted a transcript of Chris Wilson's recent podcast interview. Here are some brief excerpts from all of the replies where he used the word "labyrinth." (Context-junkies should read the original.)

About inspiration for the atlas:

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You know, we've tried hard to make sure each expansion feels different from the last. For example: Sacrifice of the Vaal introduced Vaal side areas and Vaal skill gems, and all the Atziri content...And then, of course, there was Ascendancy, which added a completely new type of content for us. The Labyrinth is unlike anything in similar Action RPGs, or even in Path of Exile so far. And so finally, The Atlas is an end-game system which hopefully feels different than a new act, and feels different from the labyrinth, and feels different from the Masters system. And so we're trying hard with each expansion to do some pretty crazy stuff.


About whether lore or content came first in putting ascendancy classes behind the lab:

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In the case of Ascendancy we actually had the ascendancy class idea and the Labyrinth as two separate systems. We had in the back of our mind we wanted to do a Labyrinth, and we also had Ascendancy classes that almost made it into The Awakening as a much more toned-down, simple version, you know, one skill each or something. So we decided to drop that from The Awakening because it wasn't a good enough system. Like it needed work, it needed to be fully fleshed out, like we eventually did. And so, that happened to perfectly fit with the concept of doing a labyrinth in order to earn your ascendancy.


About crunch time:

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Ascendancy was pretty rough. Like, you know we were almost going to release Ascendancy three months earlier. And by that I mean, when we specced it out, we specced it out as a three month expansion for release alongside Talisman. And so it was very clear after we had booked out press tour, that while we have a Labyrinth we can play through, that this is not going to be a fun experience until we spend another three months just making the Labyrinth more fun, and adding more variety, and redoing the ascendancy classes that were terrible, and so on, and so forth.


About risking the player base with big new design concepts:


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Yeah (sighs) there were some interesting ones. We're actually doing another big risk for an expansion next year, I think you guys will know when you see it. And should be interesting...Yeah there's a lot of Path of Exile players here. It's very easy. So like, I pitched at a meeting, to the company, last week, what we're doing for some of the content next year, and the people were psyched! Like as far as a pep-talk goes, just going, "Okay this is the content we're making." That worked incredibly well. Like, way more so than The Atlas system or The Labyrinth. You know, people said, "Oh cool, we'll make that, that's good." But for this one here, it just really excited people.


Proud member of the Vocal Minority
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LanPirot wrote:
Well, add me to those people, who ragequit poe beause of the lab.

Its so f*cking boring, frustrating ... and a arrogant game design too. Whenever I just enter the lab, starts two feelings to grow. 1st: I want to get trough this place at once, 2nd: I *really* want to hurt the guy (or girl), who designed this bullshit and allowed it into this game.


I sincerely appreciate you posting your feelings on this. There seems to be a large block of people that think incorrectly that only a tiny handful of people feel this way.

Personally my thoughts at the time you describe was that I wanted the person fired that designed the labyrinth. :-) I got over it and now wish them well but hope they are more closely monitored in their future designs. LOL
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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Jgizle wrote:
I don't think people disliking lab is reason for low population. I think players legitimately died in lab or uber lab and rage quit. There are additional factors of course. Hc was just much harder and currency wasn't flowing around much so exchange rates tanked. This was the first time ever the difference in currency value between sc and hc was so vastly different, usually they are not to far apart.


I went back over my career rage quits in games and I could not even find one instance where I ragequit over sheer amount of joy for what just killed me. That is just me though. Maybe others rage quit but truely enjoy that part of the game. The thrill of dying. The joy of defeat. The hardcore relevel to 70 just for the shizzles.
Truly hc players are actually happy when they die, as it doesn't happen often and every death they accrue is a learning experience. Not 1 streamer has ever died and was angry when they died. They are smart enough to realize their error in gameplay and not blame others for their death. Even the worst of mechanics that can wreck you can be avoided by simply being aware of your surroundings, what monsters are present, and how they interact.
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Jgizle wrote:
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gibbousmoon wrote:


Sorry, I'm not interested in talking about exalted:chaos trading ratios or any other theories about the relationship between economics and player retention. I simply stated a fact.

Some players tried the lab and disliked it enough to quit the game outright and uninstall. I'm sure some of them were killed in the lab their first time and some of them were not killed but merely disgusted (as I was, my first lab run).

Whether that fits your definition (or my view) of "rage quit" is irrelevant. "Rage-quitting" a game and "disliking" a game are not mutually exclusive. Quite the opposite, in fact. It's such an obvious observation that I'm a little confused to see you take issue with it, to be honest.


You stated an opinion with anecdotal evidence, I stated a fact, actual numbers given by GGG. That should be obvious.

Saying people tried Lab and uninstalled the game because they didn't like it is not proof of fact. How many people do you know for a fact actually quit and uninstalled the game. How many of those compare to the actual player base. A minuscule amount that no one cares about. How do you know if people in SC were rage quitting if you played HC, and how do you know if it was a significant or insignificant amount?

All I see is opinions being stated as facts.

A small community even uses the forums. A just as small community even trades at all. A just as small community plays HC, and equally as much plays Leagues in general. The largest player base is standard. These are facts.


Hey man, I'm sorry, and I'm really not trying to insult your intelligence by saying this (honest), but I don't think you understand the difference between an opinion and a fact.

Here's a good rule of thumb to help you:

If it's an opinion, and our statements differ, you and I can still both be right.
If it's a fact, and our statements differ, you and I cannot both be right.

Which of these does the following statement fit into?
"Softcore players exist who have quit the game after being disgusted by the Labyrinth."

Now, you can dispute the veracity of what I said, or you can dispute the relevance of what I said, but calling it something it is not ("an opinion") does not strengthen your position; rather, it weakens it, because it demonstrates that you do not understand what the word "opinion" means.
Wash your hands, Exile!
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Turtledove wrote:
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LanPirot wrote:
Well, add me to those people, who ragequit poe beause of the lab.

Its so f*cking boring, frustrating ... and a arrogant game design too. Whenever I just enter the lab, starts two feelings to grow. 1st: I want to get trough this place at once, 2nd: I *really* want to hurt the guy (or girl), who designed this bullshit and allowed it into this game.


I sincerely appreciate you posting your feelings on this. There seems to be a large block of people that think incorrectly that only a tiny handful of people feel this way.


Thanks for your replies and effort to keep the thread going. I unistalled poe today and will take a break, since Im not only part of the minority of lab haters but also of the buffed melee-close-attack players too (*this is a buff*) ..it was about time to vote with my feet..

and btw:
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Jgizle wrote:
Not 1 streamer has ever died and was angry when they died. They are smart enough to realize their error in gameplay and not blame others for their death.


... what an idealistic bullshit. 1st: its not true, 2nd: yes, they found their "failure" and switched then to the fotm build.
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Jgizle wrote:
Truly hc players are actually happy when they die, as it doesn't happen often and every death they accrue is a learning experience. Not 1 streamer has ever died and was angry when they died. They are smart enough to realize their error in gameplay and not blame others for their death. Even the worst of mechanics that can wreck you can be avoided by simply being aware of your surroundings, what monsters are present, and how they interact.


I remember AngryAA and ProjectPT angry when they lag-died.

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