Divines per hour more important than fun

The truth is that people care about div/h when they are doing something they like. If they only cared about div/h we would have half of the server flippin because that was always best money you can get. However its so mindnumbing that barely anyone does that. So they do care about div/h, but only to some degree.
Isn't it the opposite though. Div/h comes into focus when you do something you don't like. This way you can justify doing it
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Johny_Snow wrote:
Isn't it the opposite though. Div/h comes into focus when you do something you don't like. This way you can justify doing it


That's a good one.
Seems to nail it.
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
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Nomancs wrote:
In last few leagues I noticed more and more people are using arguments like:
- ritual/essence/harbingers/other challenge is not fun, it is not XX divine/hour
- I will not run labs to get my enchant, it is not profitable (not XX divine/hour)
- I quit, ggg ruined juiced 100% deli maps/revealed multiple currency chest blueprints copy method, XX divine/hour method ruined there is no point to play this game anymore
- I want to do sanctum, but it is too hard, nerf it, it is mandatory to play because you profit XX divines/hour
- ggg ruined my other method for XX div/h, I QUIT
- game is shit because it force me to make build XXX to do YYY to get best currency/hour method

I would really like to hear, why people consider divines/hour as a merit of how much fan they have? Is it because you need to get something valuable in the eyes of others? It sounds like some people are very frustrated that they don't get so many pixels as others, some of them even hate it that much, they go on forum/reddit and demand to get at least same amount (mostly for doing nothing).

There is also huge misconception of "game is dumb, you need XXX divines/mirrors to make functional build". More experienced players are probably giggling now, because they know how cheap it can be. But I guess this could be for different topic.

Plenty of people also don't consider their build strengths and weaknesses and aim for best div/hour methods ending up very disappointed/frustrated/furious. Seems like this is an issue too and some are demanding to "make it equal" (well, you can't).

Do I think if GGG can do something with those issues? I don't think so, this is not a game issue, more like a behavioral issue caused by individual perception of profit=fun.

So, how much divines per hour is fun nowadays?


Takes we get so far about div/h:
- div/hour is important/fun factor because loot is bad
- going for div/h because game is bad, simple as that (?)
- divine/hour is important because car can be broken (?)
- divine/hour is important because we don't get legacy/bis items as loot
- it is not players mentality, game force me/us to it (?)
- because I dont want to be worse than others
- amount of divines I get make me feel better player than others


Some people enjoy generating wealth, so getting divines is the fun. The more important question to me is why is it important to you? Assuming you don't care about div/hour, it isn't doing any harm to your experience that the different game modes become more balanced, and it is improving theirs. It should definitely be the case that GGG strives to achieve balance as best as possible, even if something is always going to be the best in the end.

I don't care about wealth generation, I just play the game and have fun doing the things I enjoy doing, but that's because I've accepted the fact that I'm never going to play builds that cost hundreds of divs or own top tier items. It's still completely rational to me that different events should offer a relatively similar income so that it is possible for people to play whatever type of content they like and generate wealth doing so.

It has always been part of the paradigm of PoE that you create a good farmer character first up so that you can generate wealth to go on to the characters you want to play, I think the wealth generation aspect of it has just proceeded on to another logical step in terms of becoming a goal in and of itself. That's not particularly problematic unless certain tasks are so much better than anything else that they functionally preclude other tasks from being relevant to the discussion, which is why balance should be the aim.
Last edited by Pathological on Oct 3, 2023, 4:44:07 AM
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Johny_Snow wrote:
Isn't it the opposite though. Div/h comes into focus when you do something you don't like. This way you can justify doing it


Usually they take few things they like to do or at least tolearte it, and then they check which one is best div/h.
If people only cared about div/h and didnt care how miserable the experience while doing it is, everyone would be flipping because it makes more money than any strat in the game can make. FLipping for 2 days made me eniough currency fo half of "shiny mageblood" (already had half of it so didnt need to flip for longer)
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Johny_Snow wrote:
Isn't it the opposite though. Div/h comes into focus when you do something you don't like. This way you can justify doing it


I dont know, like and dont like are a weird, flexible term.

I like getting stronger and looking good, I dont like lifting weights or commuting to the gym when Id rather play video game. But its the same thing. So do I like going to the gym? Sort of.

I like my character improving, I dont like grinding Sanctums (assume this is most efficient option) when Id rather being doing blight (assume this sucks). So do I like progression?


The heart of this question seems to lie it - "Can GGG make multiple fun pathways to currency and improvement equally rewarding so people can choose the most fun path for them out of a lot of options".
Last edited by trixxar on Oct 3, 2023, 9:44:45 PM
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trixxar wrote:

I dont know, like and dont like are a weird, flexible term.

I like getting stronger and looking good, I dont like lifting weights or commuting to the gym when Id rather play video game. But its the same thing. So do I like going to the gym? Sort of.

I like my character improving, I dont like grinding Sanctums (assume this is most efficient option) when Id rather being doing blight (assume this sucks). So do I like progression?


The heart of this question seems to lie it - "Can GGG make multiple fun pathways to currency and improvement equally rewarding so people can choose the most fun path for them out of a lot of options".


Good and balanced post, thank you.

The latter paragraph is what I like about the Atlas tree. You can spec into what you like, and do that. If you want to do something else, it's reasonable to spec out of what you had, at least partly, and focus on something else. Swapping from one altar to the next, or from Abyss into Delve or Heist or whatever it may be.

In my case, I don't like to run the same content over and over again. Diversity is good. Just can't spam bosses and run only to the boss and that's that. Would get boring quickly. But having a few mechanics in maps so you get different stuff along the way, that can be good (for me). Not great currency an hour way I should think, but it just doesn't matter all that much. You'll get enough currency one way or another.

It's probably one of the reasons I like Delve, because there is different stuff down there. Rogue-like no-hit stuff like TOTA and Sanctum just isn't for me. Too boring, frustrating and one-shotty. Can't believe I managed to grind all the way to rank 2000, despite largely hating it post rank 1000 or thereabouts.
As someone who started this game back in 1.0, I recently returned after giving Path a long rest (~2 years) because I really burned myself out. I have to say: I thought I was going to be intimidated. I thought I was going to know nothing anymore, and I thought I wasn't going to be able to "get back into it".

Have to say - I was happily wrong (so far). Leveling is smoother than ever, the balance changes have been mostly positive from what I'm reading and seeing - and I'm nowhere near as lost as I thought I was going to be. I have yet to tackle mapping in the current day, and I have never played with the Atlas passive tree, but I am genuinely excited.

I have historically always played this game for the character progression. Currency is tied to that for sure, but only to the extent it allows me to get that next piece of gear or next craft. Beyond that, dozens of league currency tabs rot away in standard, and that's ok. Means to an end - certainly not the measure of my fun or enjoyment.
"Accountability is the perfect counter-weight to ambition." -Dominus, High Templar
I have to admit... I am slowly falling to that sentiment where "More divs = Fun" and I certainly wouldn't want this game to feel like a chore~

That said, I still have fun playing this game, and I guess it helps that I am trying out new builds and levelling new toons~

Buuuuut on that note... while I enjoy the campaign... I find it to be a tad bit long~
"For we are not now that strength, which in old days moved Earth and Heaven. That which we are, we are; one equal strength of heroic hearts, made weak by time and fate, but strong in will: to strive, to seek, to find, and not to yield." - Ulysses, Tennyson
how is there a 10 page thread arguing about whether or not people find it more fun to have continual progression through a video game lmao

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