SET FREE THE ASCENDANCY POINTS (or rework the lab) [New ascension methods/lab rework ideas]
" That makes sense even lore-wise. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
![]() |
" I consider this a good post. However, I'm afraid it will be kind of lost since it is a bit off a tangent for this thread. Perhaps you should consider re-posting it as the opening post in a new thread? 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!
|
![]() |
" It would be kinda pointless. That's something I'd like to have for myself or something I'd try to mod in if the game was moddable, but if my ass sat on the GGG direction board I wouldn't approve it. 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 Feb 9, 2017, 1:53:39 PM
|
![]() |
" It might trigger a discussion and new ideas that could be interesting to GGG? 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!
|
![]() |
" If the lab is a problem they want to change something about, aka AC points, then they would just reward them elsewhere instead of massively changing the design of the lab. I mean think about it, they don't change old gems very much because people enjoy this or that aspect of the gems and they don't want to alienate those players, the same applies to the lab. I have a feeling like GGG will make AC points available elsewhere or some other method of leveling that includes an option to get AC points, but its just a hunch. Regardless OP doesn't want discussion he wants a massive list of any idea that is different then what we have now, regardless of the quality. raics has some points, but the design of the lab was already created, I hightly doubt they change it as they've even went as far as to explain the design of the lab. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
![]() |
" They've most likely had their fill of us telling us how to do their job in regards to lab, I have a strong suspicion they need to pass some alka-seltzer around the office every time someone mentions it :) " And those points would have no chance of making it even as a fresh design, let alone a rehaul. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
![]() |
" I bet when Lab is mentioned they feel as misunderstood as OJ feels. |
![]() |
" OJ = the labyrinth. |
![]() |
Hey guys, some great discussion points brought up, sorry to take so long to respond, I came down with the flu last week. :(
Here are some things I started writing before I got sick (WALL OF TEXT INCOMING): @Fruz " You are technically correct if you understand me to mean "complete content as quickly as possible." As in, do the minimum tasks required for maximum profit and then get the fuck out of there so you can do it all over again. And yes, the entire game does indeed incentivize this. But those so-called minimum tasks as presented in the Labyrinth are rather different from elsewhere in the game. Allow me to distill the spoiler below (only look at it if you are really interested in the complete argument breakdown),
Spoiler
The distinction I am making is between “finishing” content and “playing” content (or “lingering”); i.e., spending more time in a given area to derive more gameplay from it, being rewarded both intrinsically and extrinsically for doing so. In a map, this means continuing to run around and kill monsters after killing the boss. For a more recent example, in some Catarina missions, this means gathering more than the minimum number of minions required to complete the mission, so they can help you kill even faster and give you greater rewards upon returning them to the totem. (This is one of the recent--great!--tweaks to the Masters missions.) Play longer for more intrinsic rewards (fun). And the extrinsic rewards scale precisely to the amount of time (relative to the clearspeed of the toon you are playing) you spend in that area.
In the Labyrinth (and in some Masters missions still), there is no reason to do this, because those "minimum tasks required" referenced above are both fixed and super-concentrated. Spending longer in the Labyrinth does not lead to greater intrinsic rewards, unless you really, really like running through traps (in which case you can stay there all day, and just run back and forth through the gauntlets). And the extrinsic rewards do not scale precisely to the amount of time (relative to the clearspeed of the toon you are playing) you spend in that area; in fact, they do not scale at all, because you are much better off running straight to the piñata(s), popping them, and then opening a new Labyrinth. along with a caveat that this is an oversimplification: The more monsters you kill, the more fun you’ve had and the greater rewards you receive. This is what most ARPG fans think of as “typical ARPG gameplay.” That is the primary way in which the Labyrinth (and, again, some of the Masters missions) deviate. And here we come to the reason I call the Labyrinth “work-for-rewards” gameplay as opposed to most of the rest of the game, which I call “play-for-rewards” gameplay. If the pleasure you gain from an experience is derived primarily from the reward you get after that experience, then why bother playing a video game at all? Go be a garbage collector in NYC. I hear they make great wages, since no one wants them to go on strike. In other words, if you aren’t engaging a video game to play, then why are you engaging a video game at all? The rewards to be gained from actual work are so much greater, so why engage in an unpleasant task merely to gain a virtual good? I believe most people do not engage PoE as a form of work but rather as a form of play. And those are the people who have found the Labyrinth’s reward-for-enduring-adversity model (and Chris Wilson’s justification for it) the most offensive. @goetzjam " You make a very good point about exploiting reddit. I agree that it is a barrier to making the Lab journey more rewarding. I do think the Lab should be randomized for every player. That will put some of its weaknesses in stark relief, for sure, but that isn’t necessarily a bad thing. It would put everyone on the same page giving feedback to GGG on how to make a fun true labyrinth (as opposed to the “pretend” labyrinth it is now). The second reason is the issue you raised: Randomizing the Labyrinth will allow GGG to make the journey more rewarding without worrying about it being exploited. On a related note, it will make the discovery of secret areas and the like far more exciting, because it will feel like an experience unique to you. It will also encourage exploration and observational skills, neither of which is particularly encouraged by the current setup (the need to observe traps closely notwithstanding). The third reason is more philosophical and subjective to my views: I object to any dynamic which encourages meta-gaming, which is by definition the exploitation of outside game knowledge to profit inside the game (thus the word “meta”). I believe EVE Online is one of the most infamous examples, but I think it is generally speaking bad for a game, because of the role it plays in de-emphasizing the game per se, and because the nature of the challenge it provides is less fun. (Visiting reddit religiously every day to learn a layout, for example.) But this is probably a discussion for another thread. In any case, I don’t think GGG has the guts to change the faux-labyrinth into an actual labyrinth, because it would lead to almost-guaranteed short-term losses, and only speculative long-term gains (even though those gains would end up being greater than the losses). GGG would have to have a great deal of faith in its own product, and be willing to prioritize quality over profit in the hopes that that will pay off. And, sadly, in the world of gaming quality and profits do not always correlate. @Regulator " I kind of disagree with this. 1. Some of the advantages given by Master mods are too good to ignore. Vorici’s coloring abilities in particular. You are significantly crippling yourself by not taking advantage of the Masters. 2. Some of the Masters’ missions have and/or had gameplay aspects that were paradigmatically different from those in the rest of the game. Take Haku, for example. His missions involve piloting skill with time-based efficiency, and a tiny bit of monster killing in between each piloting challenge. Sound familiar? Yeah, thought so. Have a look at my link (above) comparing the missions with the Labyrinth, and you’ll read about other similarities. The thing is, GGG has evidently recognized that those aspects of the Masters’ missions (the ones shared with the Labyrinth) were also their largest weaknesses, if the tweaks are any indication. Again, it comes back to the basic question: “Do you get a greater reward for killing more monsters?” If yes, then conservative (forgive the label) ARPG fans will be happy. If no, then conservative ARPG fans will bitch and moan. And thus a hundreds-of-pages thread is born. The lessons to be learned are rather obvious. Wash your hands, Exile!
|
![]() |
@gibbousmoon
Nice post, it made me think about my overall RPG experience. I played D&D for many years and always kind of tailored my RPG game play to that thought. Like clearing all maps in PoE. Or when bringing up a new character almost clearing all the monsters as I go through the quests. The idea being that I'm a hero on a crusade to cleanse the world of evil. When I restart the game after a break I'll rush past monsters until I get to about the same spot that I left off when I quit the game then start clearing monsters again. I know that this doesn't maximize my treasure but it is fun for me and when not in the horrible labyrinth, I still get some loot for killing monsters. I have played other games besides RPG's. Those are fun too. I've even played some Frogger (never liked Mario) but those kind of games are more fun to play with a controller than with bad mouse game play. 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!
|
![]() |