The Labyrinth has a poor risk-to-reward structure.

I agree, the lab right now feels artificially difficult with the only real reward being after you've completed the whole thing, making it feel like a chore. It wouldn't take much to give a feeling of a possible reward structure throughout the lab.

, +1
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Khoranth wrote:
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sidtherat wrote:
you are also a sample size of one

i believe that these network related issues happen - they do. but i have hard time believing that these are universal. and as frequent as some describe - WITHOUT them being at fault in some way. wireless connections, congested connections, daily ISP connection resets, faulty routers etc. GGG has its fair share of problems - the regular full realm crashes + crafting crashes done by some scumbags - are only some but since theyve fixed their Dallas issue there were no widespread network issues. reddit is very quick to make a fuss of every single one of them

ignoring network issues - there is literally no risk doing a lab. it is all under player control. you make a mistake - you get hurt (rarely you are killed..), you make a series of mistakes - you die.


It only takes one time for a network issue to kill you during traps. It does not need to be frequent or anything like that. If I have one single lag or freeze during traps I die and lose my character. It is fucking terrible game design for HC players.


sorry but if you cannot stand the fact that ALL network-borne games can drop/freeze/timeout due to network related issues - you shouldnt play hardcore.

one single Blue or Rare mob can kill you just as well, corrupting blood without ability to flask, poison cloud without ability to run, most bosses - ALL these will kill you if your network dies for WHATEVER reason (GGG has control ONLY over how stable their server software is and it is pretty damn stable compared to some other titles). you are removed from the realm in 6-7-8 seconds after disconnecting. it isnt enough in most cases anyway.

yet you pick the lab as the SOLE culprit. Hardcore character selection screen informed you that you die NO MATTER THE REASON. you've clicked 'accept' so deal with it - or move to non-hardcore.
i do not play HC just because of this reason - i cannot stand BS deaths. thats why i play Grim Dawn in HC but poe in standard
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Tin_Foil_Hat wrote:
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gibbousmoon wrote:
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Tin_Foil_Hat wrote:
lol no, Labyrinth is already rewarding enough.



I think you missed the point.

The quantity of rewards isn't the problem at all; the way it is distributed is.

I offered a couple ideas on how to help the problem, which you are free to criticize as you like. But you seem to think they are the point of the post, and they are not.

You think the distribution as-is has no problems? Then defend that statement instead. I've already explained why it is problematic, so you need to poke holes in that if you want to make a decent rebuttal.
lol'd or maybe you should ?

Did you not see that i just said theres fucking strongboxes littered everywhere ? Its not uncommon to run across atleast 2 per zone in your pathing. Thats free currency in your pocket for simply clicking on a box. Ive found multiple exalts now simply by leap slamming through the zone and popping barrels too, not to mention move skills oneshot mobs in that zone which also drop loot on the way as well.

Theres absolutely nothing wrong with how the loot is distributed, you shouldnt be rewarded across the board for fucking up and dying half way through. Loot at the end SHOULD be better than the loot in the regular zones you path through. Its the reward for completion.

But the reward isn't for completion, it's for rushing through the labyrinth as quickly as possible. The size areas aren't worth the time to explore, you're better off mapping if you just want regular loot.

Running straight to the end of the labyrinth is definitely rewarding enough and doesn't need changes. Doing completion runs where you try to get the treasure keys needs to have better rewards.
Last edited by DichotomousThree#0868 on May 3, 2016, 9:45:31 AM
A lot of people arguing against the original post have some very good points, but I don't see anyone denying the basic fact that in the labyrinths SKIPPING content is more rewarding, in both the short run and the long run, than PLAYING content.

Unless you feel that that is somehow desirable (and I take it as a premise of my argument that it is not), then so long as that remains the case, there is substantial room for improvement.

I take it as a given that any game design choice that incentivizes skipping content is bad design by definition, since it acknowledges that the content is a chore and a barrier to reward rather than what it should be: intrinsically fun and rewarding gameplay.

In any case, I've quit the game for good as of today (uninstalled for the first time since closed beta), because I honestly hate the labyrinths that much and have way too many alts still in need of Ascending, but I wouldn't mind seeing some of these improvements made for the sake of other players.



P.S. To the guy picking on the hardcore player by saying that net spikes can kill you anywhere in the game: While that is technically true, almost nowhere in the game is it as deadly as in the labyrinths, since extra life and damage mitigation helps you so little against traps. It's not comparable at all.
Wash your hands, Exile!
"
gibbousmoon wrote:
A lot of people arguing against the original post have some very good points, but I don't see anyone denying the basic fact that in the labyrinths SKIPPING content is more rewarding, in both the short run and the long run, than PLAYING content.

Unless you feel that that is somehow desirable (and I take it as a premise of my argument that it is not), then so long as that remains the case, there is substantial room for improvement.

I take it as a given that any game design choice that incentivizes skipping content is bad design by definition, since it acknowledges that the content is a chore and a barrier to reward rather than what it should be: intrinsically fun and rewarding gameplay.

In any case, I've quit the game for good as of today (uninstalled for the first time since closed beta), because I honestly hate the labyrinths that much and have way too many alts still in need of Ascending, but I wouldn't mind seeing some of these improvements made for the sake of other players.



P.S. To the guy picking on the hardcore player by saying that net spikes can kill you anywhere in the game: While that is technically true, almost nowhere in the game is it as deadly as in the labyrinths, since extra life and damage mitigation helps you so little against traps. It's not comparable at all.


I like the way you respond to people OP and i hate to see you go
This game\forum needs more mature-acting people like you
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
"
Pyrokar wrote:


I like the way you respond to people OP and i hate to see you go
This game\forum needs more mature-acting people like you


You've been deceived! For I can be as immature as the best of them.

I've seen some other cool people disappear from this game, too. It's an unfortunate reality that when you change your game in ways that inspire love/hate, the haters will all leave while the lovers remain to defend your changes by tooth and nail. This can skew development priorities, as it increasingly seems that your playerbase has accepted your controversial changes.

Ah, well. I'm sure GGG is in a better position to make such judgments than I, having direct access to player numbers and all. Perhaps they aren't bleeding players as much as it seems to me (or perhaps they are replacing them just as fast as they are losing them, which from a pure business position can often be just as good).
Wash your hands, Exile!
Last edited by gibbousmoon#4656 on May 3, 2016, 11:17:43 AM
They should just make it so if you crash or dc you can go back in without losing your progress .

It's a simple fix .
R.I.P 4.B.
"
gibbousmoon wrote:
[
I've seen some other cool people disappear from this game, too. It's an unfortunate reality that when you change your game in ways that inspire love/hate, the haters will all leave while the lovers remain to defend your changes by tooth and nail. This can skew development priorities, as it increasingly seems that your playerbase has accepted your controversial changes.

Ah, well. I'm sure GGG is in a better position to make such judgments than I, having direct access to player numbers and all. Perhaps they aren't bleeding players as much as it seems to me (or perhaps they are replacing them just as fast as they are losing them, which from a pure business position can often be just as good).


Even if your a making solid points in the OP, its that quote that ill have to agree with more and especially the bold part (mine).

My account was compromised recently and i didnt stop playing cause i was having fun. But i immediatelly stopped playing after i completed 36/40 in PHC, cause labyrinth has nothing new and fun to offer to an old timer like myself.
Inundated with cockroaches, I am

https://www.pathofexile.com/forum/view-thread/1609216 - labyrinth rework ideas/suggestions
Thanks, Regulator.

Maybe PoE 2 (if it happens) will have something better to offer us. I sure hope so; I waited YEARS for a game like PoE to come out after D2's heyday had ended.

Or perhaps a competitor will come and fill that void instead. Time will tell.
Wash your hands, Exile!
"
gibbousmoon wrote:

Perhaps the most fundamental problem with the labyrinth, other than the four items I list above, is that it incentivizes your players to SKIP content to
A) beat the odds of getting disconnected from the server and having all that time wasted, and
B) compensate for the fact that the road TO Izaro is both deadly and not particularly rewarding.


Another point of the OP i wanted to stand (bold). Seriously its so counterintuitive to focus and spend so much time and resources to develop something only to incentivize the players to skip it. Honestly how dumb is this? And its actually true, there is absolutely no reason to explore the whole damn thing, because both of A and B, but also C because the playstyle it requires goes against the foundamentals of fast paced hack and slash ARPG games like PoE is (WAS).

So in other words the way the lab is made it is just inneficient in so many levels (time/currency/fun) to actually run/explore the whole thing. And since with the labyrinth GGG made a very bold move to change the Action in ARPG with Arcade, the only natural thing for players who dont enjoy it is to seek other similar games. Games where exploring side areas is more fun (not even rewarding, just FUN) and fits the playstyle of the genre, with traps like the other PoE (pillars of eternity, even though RPG ) or in the same genre as PoE like Titan Quest.

A bit offtopic, but so much controversy regarding the labyrinth cant be a good thing for GGG. I really hope they adress things in the next 2.3 patch or even re-invent themselves in the 3.0. While a bold move it proved to be way too divinding and it just might not end well.
Inundated with cockroaches, I am

https://www.pathofexile.com/forum/view-thread/1609216 - labyrinth rework ideas/suggestions

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