Chris would have never allowed this Bollocks Idol system
" You wanna run delve and complaining about idols There is no point. Mash the clean
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" Denethor, is that you? |
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Idol system is not a upgrade, really just not much fun to mess with, I'm done with it.
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hmmmm would Chris have wanted a system that replaces 100% deterministic progress that gives high agency over what mechanics you play?
Or would Chris have loved the idea of -- lets call it an additional "Axis" of RNG? Instead that you need to "get lucky" in order to progress and gain the agency? You know who coined the term "Axis of RNG" and then went on to gush about having more and more axis' as though it can only be a positive? Chris. So yeah Chris would love the idol system. He is most proud of Talisman league... Basically idols for your neck with even worse RNG within RNG mechanics. One area where I think Chris was positively cooked (despite really liking the dude and most of his other game design philosophy) was how much he relished a lack of agency and a complete reliance on multi axis RNG as a game design pillar. IMO if you take RNG too far (too poor quality loot or too many axis) you start to DEGRADE THE GAME. You take the choices out and progressively water them down into non-choices. The impact of player choice is dumbed down. In short if you take RNG TOO far you end up with Pachinko. Which is to say: no longer a game. RNG has diminishing returns in its ability to make a game more interesting or unpredictable. This is easily proven: if you take RNG to its most extreme you end up back at "predictable" defeating the purpose. You end up with Predictably bad loot, instead of unpredictable sometimes exciting sometimes disappointing loot. I think Chris never understood this its why POE has so many weighted (not purely random) outcomes. Chris never seemed to get this and Neither does Johnathan appear to. At some point too much RNG makes your game feel like LESS OF A GAME and MORE OF A SLOT OR PACHINKO MACHINE. AKA a dumb random number generating device. IMO both POE1 and POE2 both suffer as games from taking RNG too far and not allowing players enough agency over outcomes. They're pretty well balanced in this regard for Streamers and people who don't have jobs+life though. Which tbf to GGG is unapologetically their goal -- it just leaves dad gamers like me in the dust, wanting for less predictable "thumb on the roulette wheel" RNG in my ARPG. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4. If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. Last edited by alhazred70#2994 on Feb 28, 2025, 4:52:41 PM
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" well said. i played poe2 for almost 2 weeks and realized that poe2 is not meant for casual players. nearly everything that has significant impact on improving your character depends on how many hours you can sink into it. but not everyone who wants to enjoy the game is a lifeless ghoul nor a mindless streamer... if this rng-dependent idol system makes it to standard, then that pretty much confirms that like poe2, poe1 is meant for that subset of gamers that you would not want to meet or interact with irl. |
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yes he would, especially since it is a temp league.
YOU do no need to like it, get to 80, get your free shit and wait for the next proper league Ancestral Bond. It's a thing that does stuff. -Vipermagi
He who controls the pants controls the galaxy. - Rick & Morty S3E1 |
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Iv not done it myself, just enjoying the hunt atm. But my friend sorted his idols for 1-5c etch atm to just get some ok bases.
I personaly think its interesting to see how this works in poe1´s setting. Maybe this was somthing they experimented with before going with the new atlas passive tree? Anyway with time more cool once drop for you or you just buy better once, like with any type of gear :) Cant have to much Junk in your Stash Last edited by SwedishTavern#6176 on Mar 1, 2025, 9:09:11 AM
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