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

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gibbousmoon wrote:
Wow. So many in this thread either didn't bother to read the initial post or have serious reading comprehension skills. "OP wants something for nothing hurr durr..." What is wrong with you people?

OP, I have to disagree with your suggestion in favor of my own:

1. Keep the Labyrinths tied to Ascendancy. So much work was put into the atmosphere, writing, voice acting, etc. It would be a waste to decouple them. And it would be seriously demotivating to the people at GGG.

2. Remove the traps from the labyrinth.

3. Make the labyrinths harder.

Ascendancy is unique among expansions in that it is the first one that encourages players to SKIP the new content. That's right: It's more profitable (and a hell of a lot safer) to take shortcuts, use movement skills to cheese past the traps, and not engage any of the optional content on the way to Izaro.

Contrast this with maps (or any other area of the game, really), where the more you explore, the more rewards you get. Yes, yes, bosses are pinatas, I grant. But not to any extreme extent; the drops you get on the way to a boss are almost always just as good.

This is a BIG problem. Any content that discourages you from playing it is, almost by definition, poorly designed content.

GGG could fix this REALLY easily, without wasting too much of the effort they already put in by

A) Removing the traps. The traps are what is driving people away from the game.
B) Making the labyrinth more labyrinth-y. Right now the labyrinths are way too easy to navigate. Just hug the right wall, and before you know it, you made it to Izaro. Keys are rarely needed, and I rarely encounter the (fun!) puzzles.

The labyrinth needs to be made harder. More keys, more locked doors, more non-optional puzzles.

And remove the fucking traps. They encourage cheese (movement skills), piss off your playerbase, and--for the few people who enjoy them--don't add all that much.

Finally, set the area before each Izaro encounter to lock a player to that location (as if it is an Act location), so that players who get disconnected will automatically be sent there once they rejoin the game.

It's actually not that hard or complicated to fix. GGG just needs to swallow its collective pride and DO it.


I find it hilarious (or sad?) that the very first comment I made still remains just as true since posting it as it did before I posted it. So I'll say it again:

The fuck is wrong with you people? READ. THEN POST YOUR DRIVEL. IN THAT ORDER.

Sorry Regulator for not posting back sooner. Honestly, though, I don't think my idea needs much tweaking. GGG could simultaneously remove traps and implement locked doors/keys and puzzles at such a rate as to make the average clear speed completely equivalent to how it currently is, even after removing all traps. The only difference would be that

1) clear speed wouldn't be affected by the ability to cheese past traps
and
2) people would die a lot less in the labs due to network problems, and those who did die would (although pissed) recognize that it was their own fault--at least a much as it would be elsewhere in the game.

If this is too hard, and they do indeed need to make the Labyrinth take longer to clear (on average) than it is now, then other people's suggestions for toning down the RNG nature of enchantments would be an easy fix, it seems.

As to the suggestion that such a solution would displease those who actually enjoy playing Frogger, well, in this case as much as any other: You can't please everyone. I respectfully suggest that the players in question go play Frogger instead of PoE. Seriously, though, you can't have it both ways. Either remove the content that is creating controversy (displeasing those who enjoy it) or leave it in and watch players continue to quit the game. Let me play devil's advocate, and ask from the other side of the coin:

Will those who enjoy traps leave the game for good if the traps are removed?

It seems highly unlikely to me, but by all means challenge that assertion if you think it is incorrect.

Because the existence of the traps is certainly driving players away, and that's a fact.
Wash your hands, Exile!
Last edited by gibbousmoon#4656 on May 8, 2016, 12:58:41 PM
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gibbousmoon wrote:


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Because the existence of the traps is certainly driving players away, and that's a fact.


Gibbousmoon, it seems that you may have missed the fact that Regulator has already added your well thought out proposal to the OP. Please look at your suggestion in the OP and if you believe that Regulator hasn't captured the summary of your proposal properly then you can let him know. Regards,
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!
Last edited by Turtledove#4014 on May 8, 2016, 3:27:37 PM
Regulator, I think that one of the major problems that some people have is that they don't understand that for some of us the Labyrinth feels like a completely different game. I do believe that GGG understands this since, they are game developers and should be more sensitive to these kind of issues. But, I conclude that most of the people that post rude insulting bullshit trying to defend the Labyrinth don't have a clue. For these people, I suggest adding a small paragraph to the OP, perhaps making it the second paragraph or maybe simply adding a sentence or two? Something like:

For many people, when playing the traps in the Labyrinth, the game play gives them the feeling of a totally different game. Unfortunately, it's a game play that they don't enjoy, at least not when they're trying to play an ARPG.
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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Turtledove wrote:
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gibbousmoon wrote:


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Because the existence of the traps is certainly driving players away, and that's a fact.


Gibbousmoon, it seems that you may have missed the fact that Regulator has already added your well thought out proposal to the OP. Please look at your suggestion in the OP and if you believe that Regulator hasn't captured the summary of your proposal properly then you can let him know. Regards,


I noticed, thanks. :)

But Regulator had asked me to clarify how my idea could be implemented without offending those who enjoy the trap gameplay, so I thought it was worth mentioning.
Wash your hands, Exile!
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Turtledove wrote:
It really did not communicate an idea or point very well, so that's why I say it was a guess. Although like I said, I assume that he wasn't really trying to communicate. Just venting for his own satisfaction.


I tried logic and reason earlier in this thread. The failure of this tactic was that anything that does not agree with the OP get's trashed by the OP. In point of fact, a general perusal of the thread can verify that every person that has posted something contrary to the OP's opinion (and these ARE opinions not facts as they are presented) gets told they did not read the initial post (regardless of how untrue that statement is). Where reason and logic have failed I have resorted to sarcasm with a hint of derision. It should be noted, however, that I made no personal attacks as has been done repeatedly by the OP.
Bump
Gotta admit that this thread is going in the right direction. It begun terribly, by simply adding suggestions, that only catered to one group of people, and now it has quite a bit of choice and some solid suggestions (including my own, of course :DDD).

So yeah, IV (obviously) and VI are ones I could go with. Altho, VI seems a little bit unfair - it rewards people who run Lab even more, and leaves people who do not want to do the Lab in the cold. Not to mention possible inflation of these Ascension Orbs, as league progresses, as there won't be as much of a need for them, meaning Ascending can become trivial as some point in the league. Some other solid sink would be needed for them, to maintain their somewhat-high price.
Honestly, it could even be IV and VI combined - another solid idea. The more choices, the merrier, but every choice has to have its drawbacks and pros, so the Orb thingy would need some more thinking.

Kudos for Regulator for driving this thread forward in the right direction, even tho some trolls were trying to derail it :P (hehehehe, me. Well, not really trolls, and not really derail, but most of you can tell there was some heated discussion going on. Throwing it in as a humorous bit - I can only hope nobody will get his jimmies rustled)
I really hope some form of IV gets implemented.
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 11, 2016, 7:24:38 AM
So, I was just about so write some post about Lab here, but the opening post pretty much sums up all I wanted to say.

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+111 FREE AC FROM LAB !


Its not about whining for free stuff. I don't want free lvl 100, I don't want free shavs, heck I don't need Perandus Coins to buy free Shav's... I just want to kill stuff, have nice battles, attending risks and rewards in combat, but damn.. I just don't wanna do any more f***n traps, that's not why I play Poe for. Even though, as stated already in the op, I see and also in a way appreciate the work and ideas GGG had on it. And while lab is absolutely ok for softcore where you "only" need to start again from start, its utter bs for HC.


Another suggestion I didn't see yet would also be very strange but...

Due to the trapmechanics, the fact that it was intended for "racing" and that in Sc you "just" need to start again. My friend and long time Poe-hc player and racer(who is btw also one of the biggest free-stuff haters like Perandus) was convinced that, in the lab.. you cannot die ! Since..., again, f***n traps are absolutely out of what Poe is about, so that even in HC you would only have to start again. Cause its like a mini sub-game that is not the actual game, like the ones in the Final Fantasy series and lots of other games.
You could turn off xp in lab so it doesn't get a riskfree-lvl zone (even though it wouldn be actually a good lvl zone) But yeah.. ofc you would have the riskfree drops.. since we know, everyone goes in the lab for the crazy loot ^.-

Honestly, if they disabled perma-death in Lab, I would still not do it more then once each difficulty for AC, but atleast I wouldn't need to rant about it anymore. And.. maybe ! When I am bored from the ACTUAL game, I would try a speedrun every now and then for funnzys, which ofc in Hc I don't even think about.



ign: UpForJava
Last edited by Upforsale#7464 on May 11, 2016, 9:15:15 AM
I see option IV working well, that would upset things the least I think.

Option VII is also solid, I'd personally enjoy that I think.

I would also like to add that I feel the Trials should be required once per account (yeah, not character) and then be optional. They are a complete waste of time unless it's your first time around.

What is not up for debate is that something has to be done. Creating new characters has always been one of my favourite things to do in PoE, and since Ascendancy I've grown to dislike it. That is alarming to me.
69 page thread. In 2 months. Holy shet you guyz.

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