New 2.4.1 Sextant Mods Part II

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Potenz0 wrote:
I'm afraid this is structurally broken.
The "traitors" mod is indeed cool - or would be if balanced well. But most players will never know, because they're not going to engage with the sextant system.

It's unusual for GGG to mess up, but I'm afraid this is a design fail that goes deeper than tweaking some numbers.


GGG mess up all the time, but...

They started off with shit code, litterally unplayable code. They prioritized fixing it, and it got fixed. Then they (or at the same time, who knows) developed the challenge leages. Started off with cool ones, got a bit full of themselves, then released opt-in leagues, which generally have sucked - talisman, perandus, prophecy (worst league of all time) now essence.

Not only that, they added TWO opt-in mechanics to the core game with the Atlas and Sextants. Sextants, even when you do opt-in, are worthless and don't enhance or even jive with an item-acquisition game. Like honestly, you find an item once every 15-20 maps and the mod does... nothing??

Um...

Not sure how this concept made it past the first day of design.

The problem is exacerbated by the fact that the Atlas and it's completion are also opt-in. ON TOP of that, if you don't opt-in, you accrue negative value for your playtime. Your sextants become exponentially worse, and your progression halts.

GGG, while nice guys who aren't all about that bottom line (Blizzard have killed multiple franchises for trying to monetize them over providing value-efficient content) are merely enthusiasts, and not professionals.

I hope from now on, all leagues are rules-sets and encumbrances, instead of opt-in/avoidable content.
Last edited by Orca_Orcinus#3543 on Oct 14, 2016, 3:58:39 PM
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Collin11 wrote:

Hey Forsajt,

Having a range of power in builds is natural. Some builds are strong and others suck. There are also many amazing builds that are not considered "meta". This is something that happens in nearly every game out there. In POE, the builds that are good (not just meta) will fluctuate over time and create a shifting landscape where each patch changes so much. If you think the devs can test every single interaction in the game before release then that's just naive.

This game is nearly infinitely complex and requires the entirety of the community to test. That's a unique quality that I actually truly enjoy about this game which keeps it fresh and exciting and has kept me hooked for years.

The whole point of a game is to have fun. If it's fun to abuse a mechanic and feel powerful then what is really wrong with that? If you don't like it then don't worry about it, play something else. Just have fun!



Well, if you invest few months of time to level up a Ranger (started to play long before Ascendacy), which you think characteristic-wise is an obvious choice for the powerful weapon you have always dreamed of, and another few months to finally earn for the six-linked Windripper, only to realize that you wasted all that time, because even the skill tree is designed for Rangers to be purely physical, adding to that a crit multi nerf in the meanwhile - that's far from fun.
Last edited by forsajt#2430 on Oct 14, 2016, 5:32:36 PM
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Ryouko wrote:
im not talking about issues with the connection but about isssues with the performance overall. It's problems caused by the bad optimized engine or so that can't handle a lot of actions in a short time.

I hope you know that the client is designed to prevent botting and exploits, hence it blocks too many actions at once. If you're playing normally, you won't have a problem. Also, the client doesn't cache commands, so if you hit a skill right after performing another skill, it's not going to cache that second skill. This is also to prevent exploits. You have to wait for the current skill to finish before activating the next skill. That's not a client "performance" issue.
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▒▒▒▒░░░░░ cipher_nemo ░░░░░▒▒▒▒ │ Waggro Level: ♠○○○○ │ 1244
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
It would be nice if the reward risk factor was better compared to how it sits now.

Not only do they not drop very often but i don't see to many people using them.Even old players like myself who constantly are semi dulled into a stupor comprised of the same old things which has become slightly a little more challenging but even though i use the whole couple Sextants that i own.

There's just not enough reward for people to want to use them, most mods are primarily a negative with very little to no reward. The mods that are more rewarding are the hardest to get. Their new and different now so people will use them. It'd be nicer to see more rewards i.e. Map will drop only currency but enemies will have 20% more life. or even Boss will be reborn after death and come back holding a unique map.

Now this would be cool but all i'm really saying is based on challenge alone, I don't see them being as popular as essence's are. Which sucks because i think most of us had high hopes for Sexy Tents upon release. If you add a little more reward people will love to use them.


If you read this GGG Thanks for taking your time to do so, and if you don't thanks anyway. :p
Hunted Traitors mod is especially interesting to me, great concept and look forward to seeing more of this "warring ai" idea. Temporary mob "allies" buffs until the mobs enemy dies? just an idea.
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forsajt wrote:
"
Collin11 wrote:

Hey Forsajt,

Having a range of power in builds is natural. Some builds are strong and others suck. There are also many amazing builds that are not considered "meta". This is something that happens in nearly every game out there. In POE, the builds that are good (not just meta) will fluctuate over time and create a shifting landscape where each patch changes so much. If you think the devs can test every single interaction in the game before release then that's just naive.

This game is nearly infinitely complex and requires the entirety of the community to test. That's a unique quality that I actually truly enjoy about this game which keeps it fresh and exciting and has kept me hooked for years.

The whole point of a game is to have fun. If it's fun to abuse a mechanic and feel powerful then what is really wrong with that? If you don't like it then don't worry about it, play something else. Just have fun!



Well, if you invest few months of time to level up a Ranger (started to play long before Ascendacy), which you think characteristic-wise is an obvious choice for the powerful weapon you have always dreamed of, and another few months to finally earn for the six-linked Windripper, only to realize that you wasted all that time, because even the skill tree is designed for Rangers to be purely physical, adding to that a crit multi nerf in the meanwhile - that's far from fun.


There are elemental Ranger builds. Yes, with Windripper. And they're quite viable. Being upset that it isn't as powerful as the current phys/poison meta doesn't mean your build is "wasted". If you insist on treating the game like a contest, then it's pretty inevitable that you're going to be upset since you'll definitely "lose" at some point. Focus on having fun and your build is quite capable. If it's not working atm, then just google some of those Windripper builds and see what they did (btw, past patch Windripper passive trees still work since they've basically not touched the passive tree for several patches now).
Last edited by Exile009#1139 on Oct 14, 2016, 10:43:19 PM
good
nice to see such a major part of the game was delayed for half a season....
"
forsajt wrote:
"
Collin11 wrote:

Hey Forsajt,

Having a range of power in builds is natural. Some builds are strong and others suck. There are also many amazing builds that are not considered "meta". This is something that happens in nearly every game out there. In POE, the builds that are good (not just meta) will fluctuate over time and create a shifting landscape where each patch changes so much. If you think the devs can test every single interaction in the game before release then that's just naive.

This game is nearly infinitely complex and requires the entirety of the community to test. That's a unique quality that I actually truly enjoy about this game which keeps it fresh and exciting and has kept me hooked for years.

The whole point of a game is to have fun. If it's fun to abuse a mechanic and feel powerful then what is really wrong with that? If you don't like it then don't worry about it, play something else. Just have fun!



Well, if you invest few months of time to level up a Ranger (started to play long before Ascendacy), which you think characteristic-wise is an obvious choice for the powerful weapon you have always dreamed of, and another few months to finally earn for the six-linked Windripper, only to realize that you wasted all that time, because even the skill tree is designed for Rangers to be purely physical, adding to that a crit multi nerf in the meanwhile - that's far from fun.



I understand your pain but not sure if you have a reason to complain at the minute as rangers are still more op than most of the other builds, whether your physical or not. That's part of the reason everyone's not to happy atm because to kill shaper for a average person playing a average build you have to play one of 5 or so builds.. And yet ranged is still pretty much what ranged has always been and every other skill got pwned by nerfcity jr.
Last edited by KingKatura#3192 on Oct 14, 2016, 9:57:15 PM
"
cipher_nemo wrote:
"
Ryouko wrote:
im not talking about issues with the connection but about isssues with the performance overall. It's problems caused by the bad optimized engine or so that can't handle a lot of actions in a short time.

I hope you know that the client is designed to prevent botting and exploits, hence it blocks too many actions at once. If you're playing normally, you won't have a problem. Also, the client doesn't cache commands, so if you hit a skill right after performing another skill, it's not going to cache that second skill. This is also to prevent exploits. You have to wait for the current skill to finish before activating the next skill. That's not a client "performance" issue.


I think you have no clue what problem im talking about... For example I have a map with beyond on it and I'm crafting the zana beyond mod on it. Now lets play selfcast flameblast with prolif and channel a flameblast into a large pack of monster. What happens now is that all monsters will die close to instantly and beyond monsters spawn too and die right after that. I'm 100% sure that the game will have a large freeze now and that has nothing to do with a bad pc it's just that something changed and the game can't handle that anymore. Pre 2.4 nothing like that happened and now a lot of people have this problem. And I can enumerate a lot of similar cases.

But its ok, so killing large pack of monsters isn't playing the game normally. KK >.<

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