Poll on 'Killing guards raises the Alert bar'
So we've just heard that GGG is going to be removing the mechanic whereby killing guards raises the Alert level. This has pleased some people, but others have pushed back pointing out that change removes the leagues' distinctiveness. So I thought I'd make a poll to find out what the majority opinion of this forum is on the issue. There several options to pick one from.
Ideally, before voting, check out the below thread as well as Grimro's video on the tools already available in the league for managing the Alert, provided one engages with its progression systems. https://www.pathofexile.com/forum/view-thread/2941022 https://youtu.be/GMx6HO6-MBk Anyway, choose the closest option to how you feel about it. For instance, 'x number of weeks to take a call on this' also includes if you think they should have waited just a few more days, etc. Link:- https://www.strawpoll.me/20981834 Last edited by Exile009#1139 on Sep 22, 2020, 6:52:56 AM Last bumped on Sep 22, 2020, 9:07:34 PM
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Where is an option like: "change alert rises from killing into another more fitting mechanic in regards to guards and roamming patrols"?
I know all player come and say : "ahahah nice, u have try a bot u get ban, sooo nice" but i tell u its just for try, for see and for know. I have use this 10 minutes maximum and i have insta uninstall." - some not-too-bright dude, 2013; Joined 2012, † 2013. Last edited by Sarn88#3369 on Sep 22, 2020, 7:10:19 AM
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" That isn't an option at all until you expand upon what such a mechanic might be and how it'd work (in detail, mind). And even then, it's orthogonal to the question of the Alert mechanic as is. It'd skew the survey to simply add in an option that literally covers practically anything imaginable - and which will differ for each individual reader - as an alternative. If you'd like to see the community reaction to that, please expand upon what your idea is and make a poll to test its popularity on its own terms. Last edited by Exile009#1139 on Sep 22, 2020, 7:18:49 AM
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" " Forums are for debate not popularity polls Last edited by Rekt_that#9513 on Sep 22, 2020, 7:24:49 AM
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" You can't debate an amorphous idea either, except to try to make it less amorphous by fleshing it out. Feel free to do that if you'd like. |
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I did, how much detail do you need?
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"You are presenting almost binary options in Your poll. Either I am suppose to like it as is (or with minor tweaks) or don't like it. This is not the case. We have broader possibilities in regards to alert level. You wanted details? Here You go, just one idea off the top of my head. Assumption: Alert level is important as a core league mechanic holding it's identity. To work correctly it must present some kind of preasure on the player which is fitting in the overall premise of this league and suitable from story perspective. Problem: It cannot persist in current form because it has been poorly designed and implemented causing many problems accross builds and base mechanics of the game itself (aka stealth in poe). Solution: We are going to change how guards and patrols are reacting to being alerted. We are going to include killing mobs as a core idea of dealing with the crew. At the same time we are going to uphold somewhat stealthy mechanic and feel to it to stay within league theme. Exemplary Implementation: We are going to devide crew into 3 cathegories. Standard enemies (which do nothing besides being a kill target), patrols and elite guardsmen. Upon being spotted roamming patrol tries to run away to a selected waypoint where is suppose to sound the alarm. Killing it in time results in no alert being risen, otherwise player get notable alert increase. Elite guardsmen - they are stationary with exeptional defenses and HP also with squad of footmen at their disposal. Upon noticing player they start to channel "call to arms" if succeded allert increases significantly and more troops are being called to make it even harder. There might be some traps as well if set off a timer pops in which player has limited time to reach the turn off switch, if failed alert is risen by flat amount. Summary: the idea behind it is to put a preasure on the player in differnt spots than just lazy "dont kill anything". You can go very crative and make it intersting without breaking the core gameplay. EDit: sorry for all the typos and all, I kinda rushed it coz I had to take care of sth at work. Im gonna try to fix it later on. I know all player come and say : "ahahah nice, u have try a bot u get ban, sooo nice" but i tell u its just for try, for see and for know. I have use this 10 minutes maximum and i have insta uninstall." - some not-too-bright dude, 2013; Joined 2012, † 2013. Last edited by Sarn88#3369 on Sep 22, 2020, 7:49:37 AM
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" Sorry, was referring to his idea, not yours. Thought you were backing him up or something. My bad for skimming. |
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Mitigating/minimizing the amount of alarm raised by killing mobs, was something to work against, giving your crew's items and skills value and flavor. Now that it's gone, that value and flavor is gone.
I understand the changes, but I don't necessarily agree with them. But it's not that big of a deal for me, so I won't raise my voice very loud. Now I'm going to eat some white bread with crab meat, lemon and mayo before I jump into Wraeclast for the day. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you. Last edited by Phrazz#3529 on Sep 22, 2020, 7:45:19 AM
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"It's ok I was discussing it with my friend this morning. So I had few fresh ideas. I know all player come and say : "ahahah nice, u have try a bot u get ban, sooo nice" but i tell u its just for try, for see and for know. I have use this 10 minutes maximum and i have insta uninstall." - some not-too-bright dude, 2013; Joined 2012, † 2013.
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