The Self Found League

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Souleus wrote:
An easy fix for this would be to make the rarer, high-end orbs guarantee improvement. For example, rather than randomize all the values on an item, blessed and divine could be guaranteed to improve one value on an item. You'd still churn through a LOT of them to get a perfect item, but you'd have control of your destiny, and you can make progress self-found.




I don't agree with guaranteed improvement. As I said in my little novella up there, I think the RNG is much needed. All that needs to improve, in my opinion, is to make crafting an alternative to trade.
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Perfect_Black wrote:
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Souleus wrote:
An easy fix for this would be to make the rarer, high-end orbs guarantee improvement. For example, rather than randomize all the values on an item, blessed and divine could be guaranteed to improve one value on an item. You'd still churn through a LOT of them to get a perfect item, but you'd have control of your destiny, and you can make progress self-found.

I can't speak for GGG, but I do believe that your ideas go against the whole philosophy behind and design of PoE's currency system. Also, self-found is self-found regardless of guaranteed improvements or complete modifier randomization.


Well, I think that's kind of the point of the self-found request ... the economy is screwed up. If the economy worked, there would be no need for a self-found league. Same issue d3 has basically, the economy is optimized for trade over play.

GGG can go in a different direction on that, and guarantee progress for effort. Or not. But there's a significant faction of players who will leave in search of the next game hoping to land on that progression game.
Hi

Thaelyn
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In the interest of protecting the game's economy, GGG have limited their crafting system to only those who take part in the economy. In my view, crafting needs to be an alternative to economic participation, not a reward for it. If GGG were to unhinge crafting from the economy, while leaving the wild randomness intact, they could allow self found players more pulls on the one armed bandit without fear of destroying what, in Chris' own words, is the most important aspect of the game to them.


Crafting is a joke in this game like the highly vaunted economy of POE, if Chris and other Dev's really were worried about the economy then they would've done something ASAP to the botters and trading websites.

Serious problems Chris? Can't wait to read the updated manifesto on this particular topic. Let's make this clear most players that want self found league are players that want a more questing experience or,like myself, fed up with the current trading inflation. The excuse of it affecting the economy is a FARCE when a person considers that the people that want this league to be created are people that don't increase the economy in any way already, so no issue there if anything the trading economy would be better with players that actually use it.I played D1,D2,D3,TL1,TL2 as self found for years and these games continued without any issues...

The idea of mf being the real issue is only a part, these two problems are entwined neither have the answer merely a part of it. SO ScrotieMCB you got good ideas but stop trying to derail this thread with ''advertisements'' to your thread being the only answer, also your idea on orbs being a un-tradeable commodity is a interesting, dare I write it, elegant idea.

Self found league:YES PLEASE.

Question to devs: What kind of game are you making a arpg or a trading simulator? Did you not realize that by making some orbs more rare that they would become the main sources of trade and in turn DE-stabilize this economy?


cheers

Conan: Crush your enemies. See them driven before you. Hear the lamentations of their women.
Never dance with the Devil because a dance with the Devil could last you forever...
-I thought what I'd do was,I'd Pretend I was one of those deaf mutes-
Nullus Anxietas:)
Beautiful post, Thaelyn.

The only minor qualm I have with that entire wall of text is this: Drop rates, at least for solo non-MF stackers, are clearly not fine. I like to believe that, while mass forum QQing is rarely a solid indicator of a solution, it is a solid indicator of a problem. Whenever a thread like this one reaches this kind of post count, you know that there is a mass interest in fixing a common problem all these users are finding with the game... and that they're struggling, often futiley, to come up with answers to that problem, and that their cures may be worse than the disease. But the point here is: the problem is real, there is something resonating here.

Solo drop rates are wrong. And that is something which should be fixed. I feel I've done a decent job explaining why the suggestions in this thread would break more than they'd fix, and I think I've even found a reasonable fix to the solo drops issue in my "halve MF" thread. But I could be wrong; I could be one of those forum QQers myself, identifying a problem but offering crap solutions. What's important for GGG's sake is that they identify an appropriate course of action that eliminates or at least mitigates the effects of this pervasive problem.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Aug 19, 2013, 11:41:31 AM
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ScrotieMcB wrote:
Beautiful post, Thaelyn.

The only minor qualm I have with that entire wall of text is this: Drop rates, at least for solo non-MF stackers, are clearly not fine. I like to believe that, while mass forum QQing is rarely a solid indicator of a solution, it is a solid indicator of a problem. Whenever a thread like this one reaches this kind of post count, you know that there is a mass interest in fixing a common problem all these users are finding with the game... and that they're struggling, often futiley, to come up with answers to that problem, and that their cures may be worse than the disease. But the point here is: the problem is real, there is something resonating here.

Solo drop rates are wrong. And that is something which should be fixed. I feel I've done a decent job explaining why the suggestions in this thread would break more than they'd fix, and I think I've even found a reasonable fix to the solo drops issue in my "halve MF" thread. But I could be wrong; I could be one of those forum QQers myself, identifying a problem but offering crap solutions. What's important for GGG's sake is that they identify an appropriate course of action that eliminates or at least mitigates the effects of this pervasive problem.


We can amicably disagree on tht point, then.

While I do see your point of view, I tend to think of MF stacking in the same way I do respecs. I am, and have lways been, a proponent of having the ability to respec a character in any character building game such as this. In PoE there is, obviously, no easy means to make this happen. There is, however, a path toward that goal in the form of 18 quest rewarded respec points through the path to completing merciless, and there are orbs of regret. While it isn't easy, the path to something I like is there should I choose to take it.

That's kind of the way I view IIQ/IIR. If I want a loot 'splosion full of rares and more frequent uniques, I have a path to get there. That's why I'm fine with item drop rates as they are now.

That said, should MF values be tweaked, my opinion on that aspect of this matter may change.
Last edited by Thaelyn#0781 on Aug 19, 2013, 12:11:24 PM
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Thaelyn wrote:

As I see it, the real problem is that for solo/self found players, gear progression is too heavily constricted by the way crafting orbs are tied to the economy. In a dev diary from February 2011 Chris opened with, "Path of Exile’s economy is the most important element of the game to us." (citation: http://www.pathofexile.com/forum/view-thread/55102)
This is where I think the core of the problem lies. By trying to control the rate at which currency (i.e. crafting items) enter the economy, GGG have effectively limited the alternative to trading to only those who trade. The crafting system in PoE is basically pulling on a slot machine, given it's RNG nature (which, as I said before, is needed). The problem is that if you play self found you are severely limited in the number of pulls you're allowed to take on that slot machine, all because you don't want the shortcut.

In the interest of protecting the game's economy, GGG have limited their crafting system to only those who take part in the economy. In my view, crafting needs to be an alternative to economic participation, not a reward for it. If GGG were to unhinge crafting from the economy, while leaving the wild randomness intact, they could allow self found players more pulls on the one armed bandit without fear of destroying what, in Chris' own words, is the most important aspect of the game to them.


This.

"Unhinge crafting from the economy"

The one thing I do disagree with is leaving wild randomness intact. I have been theorizing about the crafting system with friends of mine and we have come up with this simplified explanation so far:

Give items a crafting entropy value to give some sort of progression when using orbs on them.
Now of course we want to keep the high randomness of things (of legendary proportion), so the entropy values can go from great to: you need "1000000000000" fusings to 6link the item.
Of course never give it 100% chance to get it, so it might take even more if you're really unlucky.

We think this could "unhinge" crafting from the economy slightly. Give a sense of investment, a reason to continue crafting an item, because as it is, your more often then not punished for crafting instead of using the currency in trade. The best way to 6-link your item is by starting a lottery.

Of course the numbers are just for example.
Last edited by Ricekrispies#5680 on Aug 19, 2013, 12:28:15 PM
Perfect_Black, it is extremely erroneous to characterize SFL as merely "something that I personally want." This idea, after all, has more positive support than anything else in the Suggestions forum.

It's also a mischaracterization to say that you would be harmed because you would "have to create a new character." Nobody would be forced to join this league against their will.

I'm happy to have a constructive discusion with people who disagree, but don't prop up straw-man arguments. Take some time and figure out what your actual misgivings are.
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Ricekrispies wrote:


The one thing I do disagree with is leaving wild randomness intact.


There is a reason I think the wild randomness should remain. Trading is a guarantee. You know what you're going to get in each and every trade you make and you can completely skip over tiers of gear that you would otherwise have to work your way through.

Crafting should, in my opinion, be the opposite of that. It should be a viable means of progression with no guarantees. It should represent a meaningful choice. Do I take the known quantity or do I take my chances? Just as powerful mods on uniques are (generally) counterbalanced with downsides, so should be the choice between trading and crafting.
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Thaelyn wrote:
The more I think about this suggestion and the way the discussion has evolved, the less I think I can remain behind it.

Initially I supported this suggestion due to the obvious fact that self found players, particularly those who prefer solo play, are at a demonstrable disadvantage in terms of gear progression. After more thought, this remains clearly true, but I don't know that I necessarily think it's a bad thing. Trading, for those who like it, can only really be seen as a shortcut in gear progression and I have to assume that the devs are intelligent enough to be aware of this and happy with it's existence. Removing trade from one league isn't something I really take exception to, until I consider the law of unintended consequence.

While it has been summarily dismissed by most supporters of this suggestion (and, initially, by me as well), I firmly believe, after more consideration, that Scrotie's concern about the number of people who would ditch trade leagues for this one is a valid one. Until this suggestion grows to include safeguards for other perfectly legitimate play styles within PoE, I don't think I want to be a part of it. My goal has never been to get what I want at the expense of people who like having access to that gearing shortcut. Given the boost to IIQ/IIR that this suggestion asks for (which I don't personally agree with), I don't think the migration to SFL would be limited only to those who are presently invisible to the existing league economies. The lure is just too strong. This jeopardizes the trade league environment and I won't support that.

I do think something needs to change, but this suggestion, as it currently exists and appears to be moving, is no longer the way I think things should go. I think this primarily because the problem isn't in gear drop rates or in the RNG.


I still don't believe that there would be some sort of game-altering exodus to SFL were it created, but for the sake of argument let's assume that's true. How does this harm players in Standard and HC?

Likely, the people transitioning to SFL would not be the market tycoons. In economic terms, it would primarily be consumers making the move. The producers/farmers would want to remain in trading leagues. This would have the effect of reducing consumer demand, which would drop the prices on gear and actually be a benefit to any consumers that remained. The already-obscenely-wealthy sellers would probably see a slight drop in profitability of certain tiers of items, but nothing that would destroy the economy.

So when you say things like SFL would be "at the expense of people who like having access to that gearing shortcut," I wonder what in the world you're thinking. Maybe you can explain your position better, but theoretically the people using trading as a gearing shortcut will only be helped by reducing consumer demand.

The underlying message I'm able to glean from you and Scrotie seems to be this: "It's perfectly fine for trading to detract from and trivialize the ARPG gameplay value, but completely unacceptable for gameplay to ever inhibit or detract from the trading system."

If that's the case, that we must make every sacrifice necessary to protect the happiness of those who want a trade simulator rather than an ARPG, then I fear I've found the wrong gaming community for me.
I agree crafting shouldn't give any guarantees. Our proposal would only give a slight progression which is also random. The odds would be the same, but investing orbs would give a sense of purpose when crafting. Progression. "my item is getting a tiny weeny bit better fusing by fusing" kind of feeling. Even so you can start crafting a very unlucky item.


But this is beside the topic ;) Self found should exist one way or another, doesnt have to be perma, can be monthbased leagues without transfer to hardcore after its end. Whatever form is chosen, I will be happy.
Last edited by Ricekrispies#5680 on Aug 19, 2013, 1:09:00 PM

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