After thousen of hours and dollars, i now feel like quiting
" You should understand that not everyone can play as good as you or etup or whatever you respect as "pro" poe player. Also labs not THAT good as you may or not think. If not enchantments and insane unlimited grind for needed helmet no one complain or amount would be lesser. Btw build also make huge role, not just skill. So if your build suited for lab, that doesn't automatically mean other builds would be same. Settlers master craft service Settlers My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch Settlers veiled crafting all service all crafts mods Settlers SC master craft service Settlers SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead |
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" This is actually more doable than the labyrinth with tons of practice. Which is messed-up, given that anyone who reaches the end of Merciless KNOWS that you need movement and capped resists. ...Whereupon Atziri is utterly inconsequential compared to Labyrinth. " Also, life flasks don't help you if you're CI. You should try ascending with a CI character to get a new perspective. (I'm betting almost all players haven't run more than 2 characters through the labyrinth, so there's VERY few who understand how much builds can make it WORSE than the norm) " Once you add in server-side-lag, yes, they can kill you. The typical human (including gamers) has a reaction time of 250ms, so getting finer control than that requires pre-planning your actions in the future. If the game suddenly starts and stops without warning, that makes such pre-planning impossible... And relying on reaction time alone WILL get you killed. " Hahaha, clearly you've never experimented with the traps. Get more life? The traps do more damage to you. Their damage scales off of a percentage of your maximum HP+ES. " Um, no, the game's input system simply doesn't let you reliably do what you want to do. " Ascendancy classes are as "not mandatory" as, say, playing a Scion, or running maps, or wearing gear at all... It's a core part of the game. Any and all arguments that "it's not mandatory" come across the same as "well, you can fully enjoy the game by just standing in Normal Lioneye's Watch all day repeatedly clicking on the NPCs!" GGG rebalanced the difficulty of the later game to account for the power of ascendancies. Hence, they are assumed to be had in the endgame. This makes them as mandatory as following the expectations that, y'know, you'll actually be wearing equipment. " Nice false equivalency there. Disconnect in a map = lose a portal (most of the time) or lose that 5-minute map (the 1% of the time the server craps itself) Disconnect in the labyrinth = lose ALL OF THE LABYRINTH, which takes as long as several maps. AND it occurs far more often than any disconnect in a map. Currently, in TWO WEEKS, I've had more disconnects from the labyrinth than I've had in more than TWO YEARS of playing in maps. Stop trying to pretend they're equal. " "Acquired taste" is a very poor business model. " They had enough data in the first 24 hours. Waiting any longer is just being wishy-washy, demonstrating a lack of decisiveness. And they certainly shouldn't be waiting 5 years; by then, if they don't change direction, the game (and company) WILL be defunct. " Easy for you to say, having sunk a grand+ into the game, to feel smug and satisfied over. But for a company like GGG, whose entire business model relies on getting FUTURE payments from players in the FUTURE (and has already spent your $1,000) that's a very, very poor concept to rely upon. Downright stupidly suicidal, in fact. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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" Wow, what a wonderful, respectful, thoughtful and helpful post! It's like a breath of fresh air for the thread. Thank you for reminding us that most in the PoE community ARE "wonderful, respectful, thoughtful and helpful"! 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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" guied for a lab press x equip brightbeak in main hand equip aurumvorax in off hand socket brightbeak with ww+fa+bm equip silver flask equip quicksilver flask YOU HAVE BUILD FOR LAB NOW No rest for the wicked
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" I definitely agree with that. PoE core game play is fantastic. I can't stand the labyrinth game play. It's tedious and not fun, even worse, it is so boring and uninteresting that I am playing another game now rather than having to suffer through the labyrinth. " To be fair they have been working really hard on trying to fix the bugs and performance issues introduced by the Ascendancy release. I would think that everyone would agree that should be their first priority. They are still working on the memory performance issues and that problem is going to take more time and effort because they have run out of virtual address space in Windows and that will require a major effort to fix. I can't agree that the game will be defunct if they don't change direction but, I'll probably never play a new character again as long as the labyrinth is required for ascendancy points. I'll guess that they would lose more players than they would gain if they don't change direction but I'm sure that if the player loss was significant enough then they would recognize it and change it eventually before they went "defunct". 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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In summary, before GGG will change the labyrinth they have to first fix the bugs and performance issues. They probably believe that people leaving earlier in this release than previous releases (see steam charts http://steamcharts.com/app/238960#All) is more because of the bugs and performance problems than the labyrinth game play. So they will wait a bit after that is all fixed before they decide to change anything having to do with the labyrinth.
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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" Get off your high horse casual. You didn't even understood what i said. So your opinion is irrelevant. Last edited by Miská#0911 on Mar 19, 2016, 1:37:52 PM
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" ye, talking straight you named gated a4 "optional" and optional lab - non optional so you were saying complete bullshit in any terms, if you want so. also, how many hours you spent at dl leveling another toon 65-78, a4 hater? No rest for the wicked Last edited by mezmery#2042 on Mar 19, 2016, 1:42:07 PM
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" The problem is... They've not really given any indication that they're focusing on the right direction. They talk a lot in each patch about "performance increases," but few if any people notice any improvement. Basically, they focus on tiny band-aids when the problem is in the underlying system, yet GGG has not made any public committment to the overhaul that's necessary. " It's a lot easier for a company like GGG to go under than you'd think. Online games aren't the huge money-printers that they used to be back at WoW's peak... Let alone to the degree that people thought they were. Keeping PoE up and running day after day is EXPENSIVE. On top of that, what we HAVE seen gives a strong indication that, while GGG's monetization scheme DOES allow their ~100 employees to all sleep soundly at night, it DOES net them substantially less money than the more typical "Pay-2-Win Fremium" BS model used by most "Free-to-play" games. So they're having to spend a LOT of money on operational costs, while taking in a fraction the money that much simpler games are; for a comparison, "Clash of Clans" rakes in $2+ billion a YEAR, yet given the simplistic, server-light gameplay and model it uses, their overall server load for their millions of players... Is likely less than for a SINGLE major PoE realm. And I'm pretty certain that PoE does't even take in $10 million a year. Once you run like that, it's a much tighter margin, which means that there's less margin for "error." If they lose half their playerbase, they WILL have to close down many of their realms to stay afloat... Which will hurt them further. If such a trend isn't reversed, it, historically, can kill a company within a year; within 5 would be easy. " For the initial drop-off, the performance issues were definitely a huge part. But past the first 48-ish hours, the actual reaction to the content is almost likely the main cause of loss. And there's a huge problem in terms of priority... Contrary to as much as GGG may talk about "fixing the performance..." It's not a quick, easy, or short-term fix... Even if they DID focus all they could on it, it'd take until at least 2.3 before we saw it. The core issue is that Path of Exile uses a set of homebrewed engines that, for all intents and purposes, are from a previous decade, but being loaded down to handle current graphical and audio demands. As a result, we have a graphical engine that can't handle overdraw to save its life, and an audio engine that freaks out whenever it has to layer the sound of striking more than 2-3 enemies simultaneously. Part of this is because, boiled-down, it's a case of a bunch of fresh college graduates taking their crack at a big-time project. The actual solution won't be to make some changes to the specific effects or audio pieces, like they've been doing for months. They will need to, if not ENTIRELY scrap and replace the engines, massively overhaul them, replacing entire sections and routines, now that those programmers are now no longer fresh graduates, but several-year industry veterans who've learned what actually works and what doesn't. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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