PoE is dying.... Synthesis just showed it to most, the inability to release a normal product, complete absence of testing protocols, introducing league mechanics that make people buy more stash tabs, million of MTX which are pretty but very annoying when the league mechanics do not work.
This is the operation of a mom-and-pop developer organization, not what most players come to expect from GGG.
PoE is dying.
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Posted byBigBadWolf1776#2295on Mar 24, 2019, 10:37:18 PM
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JugJugJug wrote:
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magicrectangle wrote:
I mean, that's going to be better than nothing, but doesn't really fix the main issue, which is that I have no reason to give two shits about the memory board, it is just busywork that gets in the way of killing shit. If anything being able to move memories around on the board is going to increase the amount of time spent in that busywork instead of killing.
The most busywork intensive leagues have been synthesis, betrayal, and talisman. None of them have been popular with players. The most popular leagues are the ones where the mechanics just get out of your way and let you kill monsters. Breach, abyss, beyond.
About the most management you should need to do is Delve. With delve you've got a couple resources to balance, a route to plot, and upgrades to do. They're all fairly streamlined though, and you're rewarded not only with good loot and experience, but a sense of permanent progression, as you upgrade your cart, and gain depth. Only problem with delve right now is the central shaft doesn't go deep enough on starting a new league, so you're forced to grind through content that it way below your level.
This league mechanic won't magically become popular with these changes. The entire memory board concept would need to be reworked to cut down on the bullshit. One option would be to give unlimited (or huge) space for memories, hide the memories from the player, and just let zana plan your routes. You click the node you want to travel to, zana checks to see if she has pieces she can use to make the connection, favoring the highest zone level pieces. You could open your memory inventory to modify the routes zana plans, if you don't like something about it, but otherwise you just go.
Completely remove the memory modifier nonsense, make memories rewarding at a base level, give them only one use (no decay, you already stabilized this memory when you acquired it), and having reaching the reward nodes be the primary goal.
The concept that was revealed a while before release for this league, where memory chains passed their mods down the line to make harder and more rewarding memories was way better than the one that went live, with all the memory modifier bullshit. You've created a mechanic that requires as much time spent planning as actually playing the game. Absurd.
+50 Exactly how I feel. What happened to the game i've loved and played since Essence league? My dungeon crawler, hack n slasher??? Betrayal and Synthesis are literally sucking the life from this game. Who the hell want's to continually alt+tab out of the game to consult cheat sheets and plan out some grand overarching strategy for a card game when they could be killing monsters? Who wants to have the game come to a screeching halt while they try to figure out some kind of completely non-intuitive and cumbersome mechanic? (Even Ziggy admitted Synthesis was the first league ever that he didn't make it into maps on the first day of the league because he spent so much time trying to figure out how the frickin league worked?)
Essence: extra mob to kill, drops crafting currency, takes zero time planning a strategy. kill it and go.
Breech: extra mobs to kill, drops splinters that can let you do a hack n slash, no strategy needed boss. Hit it, kill it, and go.
Harbinger: extra mobs to kill. unique currency orbs that can let you do a cool map with lots of extra mobs to kill and a great bossfight. no time consuming strategy to plan... kill it and go.
Abyss: extra mobs to kill. potential for a special extra 'map' with more mobs to kill and a potential extra boss to kill, with some excellent potential drops. no cheat sheets or strategy needed... kill it and go.
Bestiary: extra rares in your map to kill, with potential decent rewards for using the beasts in recipes. crazy people can waste their time hunting specific beasts for specific recipes, but normal players need no deep strategy or planning.... kill it and go.
Incursion: extra mobs in a mini-dungeon to kill. Planning takes 3 seconds before you enter. Then later a larger full blown dungeon to clear with multiple mini-bosses, some excellent potential rewards, and a main boss that is actually stupidly easy but whatever. No big overarching strategy to plan. kill it and go.
Delve: grab sulphite when you encounter it...takes no planning and zero time. When you have a bunch, go delving. few seconds planning to pick your next node. More mobs to kill. good rewards, good exp. grabbing upgrades for cart takes mere seconds. explore for walls or dark delve only if you want to, no need to interrupt game play for it if you don't. Kill it and go.
Betrayal: HOLY F**K WHAT DID YOU DO TO MY HACK N SLASH GAME???
Synthesis: HOLY F**K WHAT DID YOU DO TO MY HACK N SLASH GAME???
+100... to you both
Exactly why I skipped this league entirely. Betrayal, I played, but all the planning/alt-tabbing out of the game to succeed at the challenges... i.e. all the time spent not getting to kill-and-go... sucked the life of out the game for me.
Another league of the same, but worse in my opinion, no thanks. I check back in another 10 weeks. And pray I see a POE hack-and-slash game.
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Posted byGaltrovan#5344on Mar 24, 2019, 11:18:16 PM
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Great job i really like this league. There is so much stuff to learn and Plan out its amazing :)
It feels nice for a change to not just run around brainless and kill monsters. Here you get rewarded for doing research and making the right decisions
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Posted bygnats255#3415on Mar 25, 2019, 3:19:25 AM
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we will create a portal between the reward and the start bridge at this point.
OMG, THANK YOU! I literally got into an arguement with my guild because i kept making the mistake of pressing the damn destabilizer and couldn't return to the entrance afterwards, i got so frustrated by this that i got my guild involved and got scolded not to make that mistake, since then i haven't spoken to anyone in the guild. Beats me how the actual fuck this got through testing in the first place without this feature being in the game
I usually do not read popular posts again after i made a comment on it, unless it's one of my own. I wish to have a Black robed Grim Reaper micro set in game one day, grant my wish, GGG
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Posted byVoidExilePoE#0366on Mar 25, 2019, 4:44:22 AM
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Players can now move Memories. At any point where you can place a Memory, you can now select another placed memory and move it and its global mods to this new location. This makes it easier to travel to various locations and means that players will run their memories until their final decay more frequently.
Not sure what this means. Hoping it means that a placed and activated memory can be moved to a place where a memory has just decayed in which case if you activate a memory modifier thingy, it would get blocked of... i really don't know, but i find that pretty bullshit, took way too much time trying to plan around the damn thing trying to make a 1 charge area replacable
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Every Memory now has a maximum of five of the new massively-buffed Global Mods. Instead of applying to all connected Memories, you now will be able to see what the mod is and select which Memory to apply it to.
Neat but not a very pleasing solution. I would have much rather made the base power of the mods stronger and make them grant decreasingly less power per mod of the same type and stack on the same mod. Like rather than getting 100 A + 100 A + 50 B + 30 C that will be displayed with the 2 100 A in the same mod chain and not combined. I would now get 150 A + 150 A - 100 A + 50 B + 30 C displayed as 200 A + 50 B + 30 C. Basically you still apply all mods to all connected and building it up with a lot of connected memories would still be rewarding but nodes would be rewarding from the start and way less rewarding per mod of the same type applied, it would also make it less spammy. With this change that you made, mods will be super rewarding from the start and the overall reward and consistency of rewarding nodes will decrease. I honestly like my solution a lot better than yours.
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The generation of Distant Memories and Memory Amplifiers now occurs when acquiring a Memory, instead of when placing one. This will reduce the rate that Distant Memories trample your planned paths.
This shit Ruined my paths multiple times, this change will certainly help, maybe...
I usually do not read popular posts again after i made a comment on it, unless it's one of my own. I wish to have a Black robed Grim Reaper micro set in game one day, grant my wish, GGG Last edited by VoidExilePoE#0366 on Mar 25, 2019, 5:03:10 AM
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Posted byVoidExilePoE#0366on Mar 25, 2019, 4:48:41 AM
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Nice changes, but I think there is at least one more thing you need to address.
Some of the distant memories decay way too fast, and it feels like if you don't guess the correct path from the beginning, it's impossible to find the memory stabilizer and loot in time. So basically it's totally RNG if you get any loot from the distant memories, and that is very frustrating. When you have to go through a path of 4-5 memory fragments, just to end up with no rewards. I hope you can look into the issue, and maybe slow the decay a bit, so you have time to explore another path, if the first one you chose was wrong.
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Posted byJevz#1939on Mar 25, 2019, 7:11:17 AM
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FIX GAME FIX SINDICATE!!! WE NOT NEED YOUR useless Updates.
Game lagging/freezing! And you dnt doing NOTHING!!!!
FIX FIX FIX
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Posted byspanishboy728#7974on Mar 25, 2019, 7:19:13 AM
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How about maps dropping in memories?
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"
Galtrovan wrote:
"
JugJugJug wrote:
"
magicrectangle wrote:
I mean, that's going to be better than nothing, but doesn't really fix the main issue, which is that I have no reason to give two shits about the memory board, it is just busywork that gets in the way of killing shit. If anything being able to move memories around on the board is going to increase the amount of time spent in that busywork instead of killing.
The most busywork intensive leagues have been synthesis, betrayal, and talisman. None of them have been popular with players. The most popular leagues are the ones where the mechanics just get out of your way and let you kill monsters. Breach, abyss, beyond.
About the most management you should need to do is Delve. With delve you've got a couple resources to balance, a route to plot, and upgrades to do. They're all fairly streamlined though, and you're rewarded not only with good loot and experience, but a sense of permanent progression, as you upgrade your cart, and gain depth. Only problem with delve right now is the central shaft doesn't go deep enough on starting a new league, so you're forced to grind through content that it way below your level.
This league mechanic won't magically become popular with these changes. The entire memory board concept would need to be reworked to cut down on the bullshit. One option would be to give unlimited (or huge) space for memories, hide the memories from the player, and just let zana plan your routes. You click the node you want to travel to, zana checks to see if she has pieces she can use to make the connection, favoring the highest zone level pieces. You could open your memory inventory to modify the routes zana plans, if you don't like something about it, but otherwise you just go.
Completely remove the memory modifier nonsense, make memories rewarding at a base level, give them only one use (no decay, you already stabilized this memory when you acquired it), and having reaching the reward nodes be the primary goal.
The concept that was revealed a while before release for this league, where memory chains passed their mods down the line to make harder and more rewarding memories was way better than the one that went live, with all the memory modifier bullshit. You've created a mechanic that requires as much time spent planning as actually playing the game. Absurd.
+50 Exactly how I feel. What happened to the game i've loved and played since Essence league? My dungeon crawler, hack n slasher??? Betrayal and Synthesis are literally sucking the life from this game. Who the hell want's to continually alt+tab out of the game to consult cheat sheets and plan out some grand overarching strategy for a card game when they could be killing monsters? Who wants to have the game come to a screeching halt while they try to figure out some kind of completely non-intuitive and cumbersome mechanic? (Even Ziggy admitted Synthesis was the first league ever that he didn't make it into maps on the first day of the league because he spent so much time trying to figure out how the frickin league worked?)
Essence: extra mob to kill, drops crafting currency, takes zero time planning a strategy. kill it and go.
Breech: extra mobs to kill, drops splinters that can let you do a hack n slash, no strategy needed boss. Hit it, kill it, and go.
Harbinger: extra mobs to kill. unique currency orbs that can let you do a cool map with lots of extra mobs to kill and a great bossfight. no time consuming strategy to plan... kill it and go.
Abyss: extra mobs to kill. potential for a special extra 'map' with more mobs to kill and a potential extra boss to kill, with some excellent potential drops. no cheat sheets or strategy needed... kill it and go.
Bestiary: extra rares in your map to kill, with potential decent rewards for using the beasts in recipes. crazy people can waste their time hunting specific beasts for specific recipes, but normal players need no deep strategy or planning.... kill it and go.
Incursion: extra mobs in a mini-dungeon to kill. Planning takes 3 seconds before you enter. Then later a larger full blown dungeon to clear with multiple mini-bosses, some excellent potential rewards, and a main boss that is actually stupidly easy but whatever. No big overarching strategy to plan. kill it and go.
Delve: grab sulphite when you encounter it...takes no planning and zero time. When you have a bunch, go delving. few seconds planning to pick your next node. More mobs to kill. good rewards, good exp. grabbing upgrades for cart takes mere seconds. explore for walls or dark delve only if you want to, no need to interrupt game play for it if you don't. Kill it and go.
Betrayal: HOLY F**K WHAT DID YOU DO TO MY HACK N SLASH GAME???
Synthesis: HOLY F**K WHAT DID YOU DO TO MY HACK N SLASH GAME???
+100... to you both
Exactly why I skipped this league entirely. Betrayal, I played, but all the planning/alt-tabbing out of the game to succeed at the challenges... i.e. all the time spent not getting to kill-and-go... sucked the life of out the game for me.
Another league of the same, but worse in my opinion, no thanks. I check back in another 10 weeks. And pray I see a POE hack-and-slash game.
+150
with my friends we do not go back into memories, we do not have fun.
there is too many constraints, too much waste of time.
We do not want to play the Tetris league.
I love this game, but not this league.
Sorry...
http://www.path-of-exile.fr/
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Posted byaerao#6381on Mar 25, 2019, 9:42:58 AM
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board games are board games, please don't put board games into hack and slash game.
thanks.
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Posted bykhystic#1612on Mar 25, 2019, 10:33:33 AM
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