Fuck the lab

"
Nishrek wrote:

You are only confirming my point.
Lab has its rewards, so it does not need ascendancy points
For some people lab is fun. So why shove it into throats of people who does not find it fun?

BTW I am really curious what shitstorm and whining would be from all lab farmers/carriers if lab was randomized for instance, not per day


Not really.

You are confirming, that you dont understand or willingly ignore the fact, that GGG did attach downsides or opportunity costs to the ascendancy rewards. That downside is the lab. Thats what it is supposed to do.
GGG did try to sugarcoat it recently to bribe more people into doing the lab, but its also a confirmation that the lab is here to stay and serve as downside/opportunity cost.


Which is why your request to get the ascendancy powercreep without having to do the lab is pointless.
There has to be a downside (GGGs stance) and why would they remove the existing downside and invest dev-time into creating another downside, that is likely going to be as beloved as the lab is right now?


Your problem is, if you cant come up with a solution that does include a comparable downside to what lab is right now, it´ll sound very much like "Give free shit now!11!".
Another problem is, you´ll have to convince GGG, that it is in their best interest to throw some 100k real money at developing a new downside, so you dont have to deal with the lab - while having to pray that the new downside doesnt end up being even less enjoyable than lab.

Good luck, you´ll need it
This right here, this is what's wrong with the lab. How the fuck am I supposed to plan a path through these traps when I can't see most of what's up ahead? There should be a safe spot every screen's worth of space to go to so I don't just have to run in blind and die.

"
gibbousmoon wrote:
"
sidtherat wrote:
"
Phrazz wrote:
[stuff...]

Gameplay should be based upon Intrinsic Motivation as well as Extrinsic Motivation. If the lab had around the same rewards per minute as the rest of the game and there was no market for "carries", I doubt many players would run it regularly.

In short: Fun gameplay feels satisfying while doing it. The lab fails in that regard.


this is YOUR opinion.

i happened to level from 91 in 92 (or 90-91 ?) purely in the lab. it was slower than in maps ofc but - there are quite a few mobs in the lab. it cannot rival sextanted maps ofc but it is good enough. the rewards are there and i - personal opinion - found very fun the lookbox hunt and darkshrines hunt while also killing enough monsters on the way to level at a decent pace


You have unintentionally strengthened Phrazz's position regarding intrinsic motivation. I assume that what you just described was a process you enjoyed after GGG did the randomized reward overhaul, because prior to that there was virtually NO reward for actually exploring the Labyrinth. You know, engaging it as an actual Labyrinth?

GGG made this change for the right reason: To make the process per se more enjoyable. You know, the actual journey? The reason people play games in the first place? I don't know about you, but I don't play games in order to see the credits screen at the end.

Now, it just so happens that Phrazz does not feel that GGG did enough in that regard, and that's a far more interesting thing to argue about than whether the statement should be disregarded because "Hey man, that's just your opinion."

(Personally, I think that per-play randomization is a prerequisite to completely fixing the Lab, the inevitable shitstorm notwithstanding.)

And incidentally, "That's just your opinion" is rarely a compelling argument, because it is a truism in all discussions of game design. There are ONLY opinions. So it is a red herring and not a genuine rebuttal. A genuine rebuttal would say, "Your opinion is not well supported by your statements, and here is why." Or even just, "Your statements don't support your argument, because..."

The statement "Good game design provides intrinsic reward" is not just a random opinion. It is a tenet that almost all designers will agree with, not least of all because it is common sense, but also because the proof is in the pudding: Gamers continue to play games that are fun. Gamers quit games that are not fun.

The statement "The Lab fails in that regard" is a far more subjective statement, and if your retort was intended only to apply to that part of Phrazz's post, then I apologize.

That said,

"
the rewards ARE in the lab. it is still one of the best places to make steady money, esp after lab changes that made both 'getting ascendancies' easier and uber lab far, far, far more profitable than before


Here you demonstrate that you didn't understand Phrazz's primary point at all, which is probably why you unintentionally supported it instead of arguing against it. Those are all extrinsic motivators.


if possible, id like to talk to people i actually replied to. having others paraphrase and (possibly) twist our words - doesnt bring us nowhere. so please, if you want to comment/agree/disagree with what i wrote - refrain from making assumptions and speak only on your own behalf

regarding intristic/externistic motivation - im not familiar with these terms - but i bet lines between are blurry at best.

i - as me, the player - found lab FUN before the changes. it allowed me to challenge myself in a different way than simply speed farming maps without being really challenged ever. i liked the progression each daily session brought: at first i explored the lab, learned the layout, found the patterns and then kept doing it to get nice, smooth runs. with ANY character that i happened to play - this sense of progression was - for me - the most fun part of POE at that time. i did NOT use lab-runners, i didnt even do that for the money (i do not participate in economeh much). i liked the process of 'getting bettr', the personal challenge it brough. because i see little to no challenge in playing meta builds while on a phone and eating. POE was very easy back then, too

so, again, i have no idea about this intr/extr motivation theories - but the big part might be that SOME people like the lab regardless of rewards. it seems that some hate it so much that they think THEIR hatred is the 'default' approach but you have to understand it IS NOT


undeniable fact is - lab is only or one of the very few places in the game when player matters more than his/her character. and players that fail this test are salty and angry (denial of their shortcommings and anger that others have little to no similar problems). thus all the BS about 'you need this and this and this to complete it, my EV/Acro char CANNOT DO IT and dies all the time' yet i do not remember having such issues with my EV/Acro archers or trappers/miners..


note: people play maps because maps drop money. remember how people 'loved' breach? have you seen players using vaal breach for reason other than melting bosses with chain/heralds? no? neither did i. why is that? because vaal breach drops no items and grants no xp. breach was loved because it dropped and still drops EXTREMELY stupid item quantity and xp. it is all reward bribery and players fall for it in drowes



note: that trap layout below. not 100% safe spot but 'pressure plate spikes' and 'totem areas' are your safe spots in this case. and you are right that this is THE most difficult trap gauntlet and i wouldnt mind if ggg actually added a classic safe spot there (and introduce some light - lab is too dark for no reason)
Spoiler
"
sidtherat wrote:
"
gibbousmoon wrote:
"
sidtherat wrote:


this is YOUR opinion.

i happened to level from 91 in 92 (or 90-91 ?) purely in the lab. it was slower than in maps ofc but - there are quite a few mobs in the lab. it cannot rival sextanted maps ofc but it is good enough. the rewards are there and i - personal opinion - found very fun the lookbox hunt and darkshrines hunt while also killing enough monsters on the way to level at a decent pace


You have unintentionally strengthened Phrazz's position regarding intrinsic motivation. I assume that what you just described was a process you enjoyed after GGG did the randomized reward overhaul, because prior to that there was virtually NO reward for actually exploring the Labyrinth. You know, engaging it as an actual Labyrinth?

GGG made this change for the right reason: To make the process per se more enjoyable. You know, the actual journey? The reason people play games in the first place? I don't know about you, but I don't play games in order to see the credits screen at the end.
Now, it just so happens that Phrazz does not feel that GGG did enough in that regard, and that's a far more interesting thing to argue about than whether the statement should be disregarded because "Hey man, that's just your opinion."

(Personally, I think that per-play randomization is a prerequisite to completely fixing the Lab, the inevitable shitstorm notwithstanding.)

And incidentally, "That's just your opinion" is rarely a compelling argument, because it is a truism in all discussions of game design. There are ONLY opinions. So it is a red herring and not a genuine rebuttal. A genuine rebuttal would say, "Your opinion is not well supported by your statements, and here is why." Or even just, "Your statements don't support your argument, because..."

The statement "Good game design provides intrinsic reward" is not just a random opinion. It is a tenet that almost all designers will agree with, not least of all because it is common sense, but also because the proof is in the pudding: Gamers continue to play games that are fun. Gamers quit games that are not fun.

The statement "The Lab fails in that regard" is a far more subjective statement, and if your retort was intended only to apply to that part of Phrazz's post, then I apologize.

That said,

"
the rewards ARE in the lab. it is still one of the best places to make steady money, esp after lab changes that made both 'getting ascendancies' easier and uber lab far, far, far more profitable than before


Here you demonstrate that you didn't understand Phrazz's primary point at all, which is probably why you unintentionally supported it instead of arguing against it. Those are all extrinsic motivators.


if possible, id like to talk to people i actually replied to. having others paraphrase and (possibly) twist our words - doesnt bring us nowhere. so please, if you want to comment/agree/disagree with what i wrote - refrain from making assumptions and speak only on your own behalf

regarding intristic/externistic motivation - im not familiar with these terms - but i bet lines between are blurry at best.

i - as me, the player - found lab FUN before the changes. it allowed me to challenge myself in a different way than simply speed farming maps without being really challenged ever. i liked the progression each daily session brought: at first i explored the lab, learned the layout, found the patterns and then kept doing it to get nice, smooth runs. with ANY character that i happened to play - this sense of progression was - for me - the most fun part of POE at that time. i did NOT use lab-runners, i didnt even do that for the money (i do not participate in economeh much). i liked the process of 'getting bettr', the personal challenge it brough. because i see little to no challenge in playing meta builds while on a phone and eating. POE was very easy back then, too

so, again, i have no idea about this intr/extr motivation theories - but the big part might be that SOME people like the lab regardless of rewards. it seems that some hate it so much that they think THEIR hatred is the 'default' approach but you have to understand it IS NOT

undeniable fact is - lab is only or one of the very few places in the game when player matters more than his/her character. and players that fail this test are salty and angry (denial of their shortcommings and anger that others have little to no similar problems). thus all the BS about 'you need this and this and this to complete it, my EV/Acro char CANNOT DO IT and dies all the time' yet i do not remember having such issues with my EV/Acro archers or trappers/miners..


note: people play maps because maps drop money. remember how people 'loved' breach? have you seen players using vaal breach for reason other than melting bosses with chain/heralds? no? neither did i. why is that? because vaal breach drops no items and grants no xp. breach was loved because it dropped and still drops EXTREMELY stupid item quantity and xp. it is all reward bribery and players fall for it in drowes



note: that trap layout below. not 100% safe spot but 'pressure plate spikes' and 'totem areas' are your safe spots in this case. and you are right that this is THE most difficult trap gauntlet and i wouldnt mind if ggg actually added a classic safe spot there (and introduce some light - lab is too dark for no reason)


Trap gauntlets are in darker areas to ARTIFICIALLY increase their difficulty. That in itself is the so called "no reason". (I'm patiently waiting for GGG to either simplify those trap gauntlets in darker areas or properly light those zones, to prove us wrong.)

Trap gauntlets in properly lighted areas aren't necessarily simple, but compared to those in the darker zones are "moar easily" navigated, so they aren't difficult, just BORING and TEDIOUS.

I still find those said "puzzles" improperly implemented - heh, last trap puzzles that I really enjoyed were in those great Prince of Persia 3rd persons, and if "Labyrinth" would have "moar" semblance to those, and actually require players to think instead of mindlessly "cheese" them, I would be perfectly satisfied with trap gauntlets, but sadly, that is hardly the case.

Having not even the Ascendancy runs governed by RNG was one of the biggest mistakes GGG did regarding the "Labyrinth". If you would be required to navigate and explore at least for those 3-4 runs each variation, you could talk about genuine player improvement.

Sure, we can argue all day that if your skillplay is "up to snuff" "Labyrinth" runs are at least tolerable, if not outright easy, but dare I remind you that in every other part of the game, you can supplement your lackluster skillplay by build, items and/or skill choices, while in "Labyrinth" this isn't applied "fairly" versus traps (except for movement speed/skills, all hail "Road Runner pew-pew meta").

"Labyrinth" is still in Limbo, from my humble point of view, as GGG want it to be meaningful and an intriguing experience that makes players yearn for "moar", but for the moment, that is hardly the case, and going the wrong way by actually cutting it's length and increasing rewards as bribe was the worst possible choice for it's "improvement".

I could seriously make bank running "Labyrinth" with any kind of character, but until GGG actually ENHANCES the "Labyrinth experience", you won't ever see me doing so, I'll even be reluctant to level another characters - which is fine as I still haven't hit 100 on my main, but I am almost certain that I will never repeat said process in such a nonoptimal way.

If "Labyrinth" would become less punishing regarding the mandatory ALWAYS ONLINE status - which hurts for "Uber Labyrinth" runs on all sides (time, currency and even EXP lost) - and if it could be used to level to at least 95 or even higher, I'm certain that it would serve as the alternative to mapping, especially if the Darkshrine/master switch for most of the traps would be protected by an actually dangerous fight, but also guaranteed in a zone at the start of the run (those in last Aspirant's trial could be shut off by an additional Darkshrine/master switch in the "Labyrinth").

Have the runs fully randomised for the Ascendancy points, and always require carried players to be present in the boss arena so they actually have a semblance of "progress" - they might not have a build that could kill the "boss" in a timely manner, but they should be able to survive him for a few seconds at least no matter their build/items/skill choice, as they could always fallback and rely ONLY on their skillplay.

There, the identity of "Labyrinth" as a rite of passage in 2 phrases. If GGG would still feel players need "moar" incentive, then by all means, shower them with rewards, but they should also ask from their playerbase to actually PROGRESS and IMPROVE, as those will grant a long lasting SATISFACTION.
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
Last edited by sofocle10000#6408 on Feb 15, 2018, 1:43:45 AM
i never understood why the personal ascendancy can be done in a group.. sure, the curse-bots and aura-bots would suffer but is that a bad thing? these builds are more of a problem than a generic enrichment of the game

i would not mind 100% random instances, i would not mind that.

but i still think that using any 'difficult monster' is just removing that part of the challenge. there are NO DIFFICULT MONSTERS IN POE right now. anything guarded by 'difficult monster' is effectively free to take. POE got dumbed down to the level i never expect possible and untill the game recovers from this 'free powah to everyone!!!11' anything 'with monsters' is fake difficulty.

offcsreening, no reflect, 1mil dps builds vs mobs that have 50-200k HP.. please. monsters 'guarding' stuff? rather bonus xp globes

again, please mark your opinions as 'imo' - because i see it time and again when personal beliefs are phrased as 'people think'. no, you think that, let others speak for themselves

"
but dare I remind you that in every other part of the game, you can supplement your lackluster skillplay by build, items and/or skill choices, while in "Labyrinth" this isn't applied "fairly" versus traps (except for movement speed/skills, all hail "Road Runner pew-pew meta").


no supplement but replace. one-handed half-baked clay brick can plan volatile dead poet's pen build and clear everything with ease. mapping is 99% build, 1% player. and the build can be easily copied. so there is no skill-build involved as well. no skill-play, no skill-build. clicker..

and traps ARE pretty equal to everyone. because - wait for it - you can avoid 99% of them and not get hit once per entire lab run.
sure, chars with phys reduction will fare better but.. who stops people from getting phys reduction? their dps greed maybe? or lazines? 3 end charges and a basalt flask + arctic armour are there for EVERY build (if only temporarily for lab run) - people swap gems before boss fights im sure they can also switch AA and one flask. how much phys reduction is that? 12+20+13?

lab runers that stack mov speed etc are quicker? sure. but have you checked how their /deaths counter looks like and how well they map? it is a single-purpose character that fails at EVERYTHING else. it doesnt make normal, non-speedrunning builds uncappable of completing the lab with ease.

successful people find solutions, not excuses. and while reading about how unfair traps are i see excuses, walls of these
Sidtehrat changes his tune. He used to love to say that labyrinth was a build check to stop glass cannon builds. Now it is the best player skill thing in the game.

"
but you know that this might be te reason to put the lab in? so people can no longer build uber glasscannon builds and right click trough the game with 3.2k and 1.5mil dps

it is a speed bump to power creep and a learning opportunity for new players

people were so used to all-damage no-skill builds that they simply cannot cope with the content


https://www.pathofexile.com/forum/view-thread/1609216/page/12#p13036355

The truth is that labyrinth is just plain loathsome content, not worthy of Grinding Gear Games.
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!
Spoiler
"
sidtherat wrote:
i never understood why the personal ascendancy can be done in a group.. sure, the curse-bots and aura-bots would suffer but is that a bad thing? these builds are more of a problem than a generic enrichment of the game

i would not mind 100% random instances, i would not mind that.

but i still think that using any 'difficult monster' is just removing that part of the challenge. there are NO DIFFICULT MONSTERS IN POE right now. anything guarded by 'difficult monster' is effectively free to take. POE got dumbed down to the level i never expect possible and untill the game recovers from this 'free powah to everyone!!!11' anything 'with monsters' is fake difficulty.

offcsreening, no reflect, 1mil dps builds vs mobs that have 50-200k HP.. please. monsters 'guarding' stuff? rather bonus xp globes

again, please mark your opinions as 'imo' - because i see it time and again when personal beliefs are phrased as 'people think'. no, you think that, let others speak for themselves

"
but dare I remind you that in every other part of the game, you can supplement your lackluster skillplay by build, items and/or skill choices, while in "Labyrinth" this isn't applied "fairly" versus traps (except for movement speed/skills, all hail "Road Runner pew-pew meta").


no supplement but replace. one-handed half-baked clay brick can plan volatile dead poet's pen build and clear everything with ease. mapping is 99% build, 1% player. and the build can be easily copied. so there is no skill-build involved as well. no skill-play, no skill-build. clicker..

and traps ARE pretty equal to everyone. because - wait for it - you can avoid 99% of them and not get hit once per entire lab run.
sure, chars with phys reduction will fare better but.. who stops people from getting phys reduction? their dps greed maybe? or lazines? 3 end charges and a basalt flask + arctic armour are there for EVERY build (if only temporarily for lab run) - people swap gems before boss fights im sure they can also switch AA and one flask. how much phys reduction is that? 12+20+13?

lab runers that stack mov speed etc are quicker? sure. but have you checked how their /deaths counter looks like and how well they map? it is a single-purpose character that fails at EVERYTHING else. it doesnt make normal, non-speedrunning builds uncappable of completing the lab with ease.

successful people find solutions, not excuses. and while reading about how unfair traps are i see excuses, walls of these


If I'll convince my friendlist to post on the Forum, you'll never see me stating that "others share my views". Until then, I know what my "few" friends think and they all share the desire that PoE is brought back to having some "real" difficulty.

A "difficult" foe would mean a multi phased time consuming fight, where you actually have to deal with no regen debuff, no leech and/or reflect timed phases, but all as well designed as Izaro, albeit with the small caveat of not having an option to tune the fight difficulty - and a high chance of dying everytime, but a fair one none the less, as that fight should be mechanical and a skillplay check as much as a build/item check.

When corrupted multimodded essence monsters hit, they were (and still are in my opinion) "moar" dangerous than most of the map bosses. Heck, I can just tank almost all of them bosses up until tier 15 without paying too much attention and using a modicum of common sense - like if I know that I went bonkers on the map damage mods, you won't see me tanking the "untankable" damage without a Vaal Immortal Call.

And yet I think of myself nothing more that a casual n00b hoarder. But that doesn't impede me to use "common sense".

Should I remind you that you will always die (you read that right, ALWAYS) if you're not "paying attention", if not outright getting your skillplay "up to snuff", while mapping? Sure, some builds would be a lot "moar resilient", but with the right circumstance, no one is ALWAYS INVULNERABLE to death. So all those glasscanons do need better than the average piloting skills to work, but we hve to deal with the rate with which GGG breaks "common sense" balance aspects in PoE, just to use "cheats" to kill those skilled pilots (you can be beyond godlike in skillplay, as soon as various "stuff" requires less than 0.5 seconds input, you're as good as dead), and that is solely on GGG.

"Moar speed", "moar damage", "moar EXP globes" seems to be GGG sanctioned solutions to most "balance" complains, while they also apply nerfs and boost enemies, the players "must" enjoy this "clicker" as you perfectly put it, as all those lackluster aspects are "swept under the rug".

As long as AA requires you to stop, those 13% reduction are as circumstantial as those cool "recently" oriented buffs, so I don't think it's fair to take that into account as some traps actually require you to keep moving, not to mention that endurance charges can't be gained versus most traps (except those cool ones that can be temporarily disabled). So a basalt flask as phys reduction of 15% is always available to all.

Much reduction. Much WOW. /s

Of course that characters that actively use phys mitigation are having an advantage, but even then, that advantage isn't something to write home about, as not all traps are equal.

If traps would augment the experience, you would have a point, but as currently implemented, they are just BORING and TEDIOUS. If the traps would "equalize" the playing field, and all movement speed would be set a static value, while movement skills would have longer cooldowns, sure, we would all "enjoy" them, but that is hardly the case.

Still, with "Labyrinth", one of the most interesting aspects regarding PoE, "finding your own path" and having DIVERSITY, is rendered null, and trap gauntlets ALWAYS have only one solution. And that is simply subpar.
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
Last edited by sofocle10000#6408 on Feb 15, 2018, 8:45:58 AM
"
regarding intristic/externistic motivation - im not familiar with these terms - but i bet lines between are blurry at best.

To keep it short:
* Intrinistic - the reward itself and fun is in running the lab ergo you would run it even without AP or other rewards
* Externistic - there is a need for distinct rewards [like AP], otherwise you would not run the lab

TL:DR If you like lab, have fun running it, nobody bares you from it. But if somebody does not like lab, shouldn't ve been forced to do it.
Before any "git gud" shit: I earned all my AP by myself, including my Eva+Acro ranger.

"
note: people play maps because maps drop money. remember how people 'loved' breach?
[...]
breach was loved because it dropped and still drops EXTREMELY stupid item quantity and xp. it is all reward bribery and players fall for it in drowes

Undeniable fact is - killing monsters is essence of aRPG. Running platform games is not.
"War's over, soldier. You just don't know it yet. Everybody lost."
Not everything in every game is fun. There is always a part that has to be done in order to grow your character, which is the essence of an RPG.
And in that sense it still is enjoyable to do, because you know you are doing something challenging in order to significantly boost your characters strength.

I don't know how people can have such massive issues with something that takes them an hour to complete when they put easily over hundred hours into one character.
You cant tell me you have to RIOT something that occupies less than a single percentage of your characters play time.
Get real.
"
Player089 wrote:
Not everything in every game is fun. There is always a part that has to be done in order to grow your character, which is the essence of an RPG.
And in that sense it still is enjoyable to do, because you know you are doing something challenging in order to significantly boost your characters strength.

I don't know how people can have such massive issues with something that takes them an hour to complete when they put easily over hundred hours into one character.
You cant tell me you have to RIOT something that occupies less than a single percentage of your characters play time.
Get real.


Just like trade, right?

Why should we enjoy our spent time, and have fun, when we can use a subpar system and be "satisfied" (so I won't be too mean and say "miserable")?

I know the concept of "ALWAYS HAVING FUN WHILE PLAYING A VIDEO GAME" is foreign to some, but rest assured, as long as we want to spend some leisure time in PoE, the most important thing is for us to "ALWAYS HAVE FUN". No more, but certainly not less.

You might argue that not everything can be as "fun" for everyone, but as long as complains are issued, and some of the solutions wouldn't change the experience for the players that are already "having fun", why not try and make the game "moar enticing" for those that lack this feeling???

And one hour of not "having fun" isn't a great sales pitch, even though you might be playing for hundreds or even thousands "moar" and enjoy yourself afterwards.

As long as that "less than a single percentage" of our characters playtime isn't "up to snuff", there is potential for improvement. GGG, or any other company should always stride to minimize even "moar" that subpar experience.
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
Last edited by sofocle10000#6408 on Feb 15, 2018, 10:15:46 AM

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