An alternative for ascendency points.

"
Xeledon2132 wrote:
"
diablofdb wrote:
I think the lab and ascendency points should remain the same. You want that super power creep, need to work for it. You don't get that for free.
You need to "work" for every bit of power in this game, that's fine by me. It is fine because all the work is fun - it may be difficult at times, but difficult in a game I enjoy. The Lab is not a (mini) game I enjoy. Doing it is no more work than the rest of the game, nor does it require more effort. I just enjoy it way less.

To me that has noting to do with work - I have a day job I like. In PoE I have to put in work I like too.
In rl my job provides me enough money to live as I like. In PoE, the same.
Now PoE has introduced an additional job in the acid mines that one needs to do to gain access to special wares. Those wares aren't more expensive - the acid mines don't pay better. They pay special currency for the special wares.
If that happened in rl would I go to the acid mines for just a short time to get to the special wares? Naw, I wouldn't - no matter how awesome the special wares might be.

I'm fine with working. I'm not fine with hating it, hating the world, and hating myself for doing it.



well the lab is great I enjoy it and so does most POE player.
"
SisterBlister wrote:
"
Xeledon2132 wrote:
I dislike the Lab more now than in the beginning, mainly because I'm a notorious reroller. I had completed the Lab 40-50 times before being fed up to the point of not wanting to do it ever again.

That said, with a few changes to the Lab itself I could be made to swallow that toad again. I'd still prefer a real alternative, but here goes (hopefully without harming that precious lore):

1. Waypoints. Please take the fake hardcore out of my softcore. One before each Izaro fight would be ideal for my taste. Of course when any zone in the Lab is entered via a waypoint that run would not be viable for the leaderboard and Izaro's health would reset - no death zerging.

2. Ascendancy Point redistribution. I really don't want to do Lab runs for two points a pop on every character. I propose to let The Lab in each difficulty give all points that could have been acquired until that difficulty. That is to say: you may still do it for two points a pop in ech difficulty to get those points as soon as possible - but you could also skip 1st Lab and then gain 4 points in 2nd. You could do Über alone to acquire all 8 Points. Once per char would make me feel like my time was less disrespected.

+1, those are exactly my thoughts as well.
Two small changes and the lab would be fine by me. As it is, I consider it a tedious chore. Worth doing, but more work than play.



1) Except it opens up the field to zerging situations. Get stuck in a trap area with no flask left, well just logout because you have a wp where you can get flask charges back and heal back up.

A) if there was some technical way to snap shot the flask charges and life you had when you log out, it MIGHT be ok, until you consider the fact that if you are ever in a position of low life you would always just log out and re-run the area.

Waypoints directly go against the idea and design of the lab, which is why I think it would never happen.

2) I mean this isn't a terrible option, except IMO the games balance when leveling should be designed for players to have the AC points. For example act 4 was left more difficult because they believe you should have the AC points before doing at least the later half of that act. In 3.0 the game should be designed in such a way that you are handicapping yourself by not having the points while leveling.


But yeah 1 is not a small change at all, it goes against the very design of the lab and everything its trying to achieve as a specifically designed piece of content.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
sfbistimg wrote:
I didn't say it was a guaranteed spawn, just said it would spawn only in 1 map.

Ok thats a bit different then I thought;
"
sfbistimg wrote:
That way you know where to look for it atleast. They can give it a low percentage (5 to 10%) to spawn.

but then it would still random (with one factor 'less') - comparable to Humility cards as example: I know they drop in Aqueduct, but how does this help if they actually dont drop for me?
So I foresee, people would still complain about unluck... On top there would be additional complaints about 'I dont like map X that GGG has spotted the trial in'.
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
"
鬼殺し wrote:
"
The_Reporter wrote:
There's plenty of ideas in the OP of the big thread.


I just read a bunch. Some are very cool. Some are not. Most are ignorant to the actual work involved in making the changes.

I can not see GGG doing none of them for one reason or another. Not quite in the way described, anyway.

Like I said:

'feasible'.

Thanks for having a look.

I agree that the ideas need some work to be feasible. Just as the labyrinth ascendancy gating system needs work to be feasible (for many of us).

But that's what that thread was supposed to be, a place to work out feasible ideas. Then it was overrun by the troll group who's only interest is to bring and bask in others' misery.

No biggie for me personally. The game remains a half finished freebie for as long as the gating remains.
"
goetzjam wrote:
"
Xeledon2132 wrote:
...
1. Waypoints.
2. I propose to let The Lab in each difficulty give all points that could have been acquired until that difficulty.


1) Except it opens up the field to zerging situations. Get stuck in a trap area with no flask left, well just logout because you have a wp where you can get flask charges back and heal back up.

Agreed. The whole area should always reset when you use the waypoint. And waypoints are only in the empty room before Izaro. That would be good.

As to zerging in general: Well, that is the difference between HC and SC. If someone is really struggling on a boss but feels a powerful need to defeat him anyway, then in SC he can zerg and that is fine. In HC, he has to be good enough to manage in one go.

The suggestion above would be a mix: You cannot "brute-force" zerg Izaro like Malachai, by whittling him down bit by bit between deaths, but you can have many attempts to kill him from 100% without repeating content you dislike just to get to him. Sounds like a fair compromise.

"
goetzjam wrote:

2) I mean this isn't a terrible option, except IMO the games balance when leveling should be designed for players to have the AC points. For example act 4 was left more difficult because they believe you should have the AC points before doing at least the later half of that act. In 3.0 the game should be designed in such a way that you are handicapping yourself by not having the points while leveling.

If someone really hates the lab, this gives him the choice to handicap himself by not having the AP until he is at such a lvel that he can do the lab in a higher difficulty. That's also fair. If you wait until you're way overlevelled now, you have the same effect, except you then have to run the first (few) lab at a crazy easy level. Which is not challenging, only a drag.
May your maps be bountiful, exile
"
SisterBlister wrote:
"
goetzjam wrote:
"
Xeledon2132 wrote:
...
1. Waypoints.
2. I propose to let The Lab in each difficulty give all points that could have been acquired until that difficulty.


1) Except it opens up the field to zerging situations. Get stuck in a trap area with no flask left, well just logout because you have a wp where you can get flask charges back and heal back up.

Agreed. The whole area should always reset when you use the waypoint. And waypoints are only in the empty room before Izaro. That would be good.

As to zerging in general: Well, that is the difference between HC and SC. If someone is really struggling on a boss but feels a powerful need to defeat him anyway, then in SC he can zerg and that is fine. In HC, he has to be good enough to manage in one go.

The suggestion above would be a mix: You cannot "brute-force" zerg Izaro like Malachai, by whittling him down bit by bit between deaths, but you can have many attempts to kill him from 100% without repeating content you dislike just to get to him. Sounds like a fair compromise.

"
goetzjam wrote:

2) I mean this isn't a terrible option, except IMO the games balance when leveling should be designed for players to have the AC points. For example act 4 was left more difficult because they believe you should have the AC points before doing at least the later half of that act. In 3.0 the game should be designed in such a way that you are handicapping yourself by not having the points while leveling.

If someone really hates the lab, this gives him the choice to handicap himself by not having the AP until he is at such a lvel that he can do the lab in a higher difficulty. That's also fair. If you wait until you're way overlevelled now, you have the same effect, except you then have to run the first (few) lab at a crazy easy level. Which is not challenging, only a drag.



If the whole area resets then you get additional monsters for flask charges and it gives you a re-try basically to tackle the challenge. The thing is, for me that isn't acceptable as hundreds, if not thousands of people complete the lab as is now, without such a crutch.

About the only good thing to come from the waypoint system in my eyes is that it does help against disconnects. I've had a few here and there, but its incredibly rare. For people that have massive disconnect issues I'm not sure what the answer is, but I doubt that any of the big name people that are pushing for this to change fit in that category, so its hard to get an honest input by someone in this category.


I'm torn as to why people think it doesn't provide any challenge, as if you make massive mistake you can still die to traps, but it would have to be a significant mistake at that. So you agree that the tradeoff for allowing the ac points to be retroactively earned by doing a higher difficult lab is good, but with the tradeoff that the game assumes you have the points when progressing through the game so you put yourself at a massive disadvantage by not getting them as you would\could now?


https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
goetzjam wrote:
If the whole area resets then you get additional monsters for flask charges and it gives you a re-try basically to tackle the challenge. The thing is, for me that isn't acceptable as hundreds, if not thousands of people complete the lab as is now, without such a crutch.
To me the difference with waypoints added breaks down to this:

Say the Lab takes 30 clacks (an arbitrary time unit I just invented) to complete.
Without waypoints, when you mess up you lose 0-30 clacks of progress.
With waypoints, when you mess up you lose 0-10 clacks of progress.
When you reenter, you retry the challenges in both scenarios - but with waypoints you get to skip every 10 clacks of progress you completed before.
The remaining challenge will not be any easier - but you don't have to do the stuff again that you have proven you can do 20 clacks ago.

As I see it this doesn't make the Lab any easier - just less time consuming if somethong goes wrong, be it bad play or dc. Retrying is not the same thing as zerging.

Normal waypoints (and portals) outside the Lab only make the game easier because the zones don't automatically reset when you use them. Otherwise the would just be QoL
Online delenda est:
When the lifecycle of PoE will draw to an end many years from now,
there needs to be a final patch making it available offline.
"
Xeledon2132 wrote:
a good explanation

Yes, exactly. And while such a WP system would make things very slightly easier for players, it would greatly reduce the frustration from DCs and also allow people with real life interruptions to start a lab run at any time, not just when they are quite sure to be uninterrupted for 30 clacks.
May your maps be bountiful, exile
only issue with the waypoint system is the logout macro

i understand the frustration after real DC (however these are very strange as I do not DC more frequently than once a week or two) and the real life obligations - these are real

but something inside me protests when people bring DCs into it while in fact DCing themselves using a disconnect macro to save their XP/character

as long as the game is balanced and built around chicken/coward's tools - and the lab is THE place where these things do not work (it is balanced WITHOUT logouts in mind) - it should stay that way

some legic DC's are colateral that seems to be a reasonable price (not that other games do not interfere with real life stuff)
"
diablofdb wrote:

well the lab is great I enjoy it and so does most POE player.


Some tolerate it better than others, doubtful that it is true that most enjoy it. Bottom line, you don't know and neither do I.
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 Apr 6, 2017, 2:09:15 PM

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