Why I'm done with this game (at least for now)
I will strongly expect, that like any other Orb, a Mirror will disappear at use?!
For the copying: If you have a mirror, you'll need a high-end item to mirror it for you, could be "expensive" to borrow... if you have the item, you have no explicit need of a copy (beside some special cases like dual wield of a weapon), and you'll need the mirror on top... the chance to have highend stuff and mirrors both found with one account I'd call very small. invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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Quit complaining about the mirror. The chances of finding that thing are astronomical. I'm not sure if even a single one has dropped outside of GGG's contests.
Last edited by Strill#1101 on Feb 14, 2012, 5:47:59 PM
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" I agree with your first point. One actually did drop recently for some lucky player :) Lead Developer. Follow us on: [url url="http://www.twitter.com/pathofexile"]Twitter[/url] | [url url="http://www.youtube.com/grindinggear"]YouTube[/url] | [url url="http://www.facebook.com/pathofexile"]Facebook[/url] | Contact [url url="http://www.pathofexile.com/support"]Support[/url] if you need help!
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I like the number of orbs required to make improvements. I like that you can take a modest number of orbs, trade them for gear that will be 'good enough', then use gear you find and trade for orbs/orbs you find to roll your 'godly' gear.
I don't care as much about the quality of the gear, once it reaches the 'good enough' stage. There are no dps meters, no raids, no rankings, not nearly as much pressure to have that perfect gear. After I get a character to 'good enough', I usually spend its wealth gathering gear for more gear-dependent, wacky builds, rather than beef up that character. The devs just need to make sure that the majority of viable builds are not too difficult to get to that 'good enough' point, where they can viably solo/contribute in groups. There should be some builds that require excellent gear, or specific combos of stats/gear that would be hard to assemble, just to be viable. |
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The OP made a good post, and the first page is about replies from blind fanboys.
I see the dev read it (in the second page) and I hope they take it seriously. I completely agree with OP. If you want to add some back luck when you roll an item, maybe you should reduce by 5% or 10% from its current "value", not less... PoE forums ignore list script: http://userscripts.org/scripts/show/162657 0.4: added "ignore" button. ignore list is now saved locally. Last edited by kodr#0209 on Feb 14, 2012, 10:36:52 PM
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" Thats not the point, but the reason that leads to the fact, that actually a white 20% item is of more worth than a blue one - from the Whetstone/Scrap's sight. Would still be so with my suggest (30%combined), but in the middle between how its now and the proposed 20% also for blue items. (as it seems somewhat balanced to me) invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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I atm like the chances to craft good items .. i look at currency from a completely different standpoint:
If you don´t want to be bound to RNG: trade the orbs .. ppl atm trade away things for like 5% of what they may be worth after open beta/final may hit. So at the moment you can trade orbs for really good stuff that in 99.99% you would not have gotten with your orbs invested on items. Let others do the RNG-crafting and use only drops and trades. All those orbs etc. are extra rolls for me. Every chaos is a guaranteed yellow drop of my wanted baseitem. So they should just not generate "better" loot as the routines do if the actual item drops from mobs. Same for Alchis. Same for Alterations .. Fusings: For all you "we need 6 linked torsos/weapons to be more common" players keep in mind that you mostly do this on the highest baseitem in the game. So if you got one or maybe 2 of them you are game over with fusings at all for that slot and char. You use the better one of both and try to upgrade the 2nd one. This should really take a long time. So i would even make it more rare to get 6 linked ones but make it more common to get 4 and a bit more common to get 5 linked. So ppl could settle with 5 links "fast" and burn tons and tons more on their 2nd item of the same slot to maybe finally get 6. The only real problem i have is that for new players there are not enough "medium" or "ok" drops. Play a 3 hour race and check what ppl are using .. some may be lucky but the vast majority does use shit (ok this is partly because of the timeline but does not vary that much from a new player that does start PoE with hopes for getting great loot). If you don´t trade and don´t get "higher" orbs and good rolls with them while trying to use only what you find .. you will have really really bad gear. You can play up to lvl 40 and never see a yellow weapon .. or amu or ring. You can play up to level 65 or 70 and not find mana leech or multi projectile or something else badly needed to have a better game experience. Not everyone is trading from the day he starts playing .. not everyone is reading the forums and knows about all the little tricks in the games (like the vendor things you can do). And if you start playing the game and do not get medium loot or sometimes even needed things GGG may just lose a player before he can even get hooked on what the game may have to offer later on. The sockets further slowing item progession as already said here before because there is no upgrade if you can´t use your skills with it any longer. Further limiting the amounts of drops that are useable for a given player. With lvl 60+ and allredy having a useable item in that slot crafting or finding the 2nd one is no problem and can take time to upgrade .. but not for a new player wanting to upgrade a 10 or 20 level lower item he uses atm. Without sockets for his skills he can´t do something at all with it. And this could not be changed by more drops as this would be "exploited" to get more out of the vendor options. So more or less this can´t be changed by upping the droprates but only by maybe upping the amount of "usable" stats on those items early on .. like a 10-20% better chance of "needed" stats on items up to level 40/45 .. This could again lead to a point where the "boosted" items no longer drop and ppl think they only do find shit .. but at least for new players this could be a much better game if the drops come in more common/usefull early on. cya Deathtiny
level fast, die young and leave a nice looking corpse! Tinyshideouts: https://www.pathofexile.com/forum/view-thread/3260135 |
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" Since you say you know "both sides", you should be able to differ (but it may be no relevant difference for you): Both kind of games are based on very different basic rules, from what raises some also very different behaviour in the game mechanics and the resulting playstyle. People, who strictly prefer the style of MMO, may not be pleased by the differences they are offered in an APRG, and vice versa. And since a lot of people seem only to know MMO, and are "bound" to its simple progression tactics ("gringing is boring, endgame is everything, all you need is one perfect char"...) there is a lot of complainings about how much of MMO must be implemented in POE. " Thats one of the above said differences: There is no real need for further progression on a char if you reached max level and the "final goal" in an ARPG. Everything above this, as your proposed gear progression, is just for posing; there is no unlimited progression line on a single char. Such a char has only 2 pruposes left: to lay around just for fun (without any progression on himself) and, mainly: to catch better gear for other chars of you (or for trade): You are supposed to make a new char. " There is missing content in this state of development, yes, resulting in a limited "range" of enjoyment by its purpose as beta. If a component you see as "the only" fun bringing" isnt availabe now, this doesnt make the game (or its concepts) bad or wrong. " I dont think that it will be a problem, mainly by its rarity. " Some ideas are neither bad nor refused, but a lot of the basic functionality of MMOs does not fit into a game, which is concepted for playing through the game to be the game. " There will come a system for trading, and we'll see what possibilities GGG will add. invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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Actually I believe 2 mirrors have dropped, at least which I've heard of.
The mirrors won't destroy the economy, they will make it very interesting. They're naturally used up as any other orb, and their drop rate assures there won't be a ton of them. Furthermore you can't copy items which themselves are copies. 240% ED 30% IAS will hence not saturate the economy, both due to the extreme rarity of the mirror, and secondly because you must locate the original owner, and probably pay him a hefty sum. If anything I think it will create a fairly interesting economy where copies are worth a lot, but the source item will be worth many many times more than even a mirror. |
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" There's only one major issue with this behaviour: if (like its now) the chance to create a real good (I dont say perfect) item is very low (and so the effort like astronomical high), the trade valuw and worth of the currencies went down a lot, compared with this good items. (there would be a big demand of orbs by the creators, and results in high prices demanded for trades) But, you will need people who do the crafts, it doesnt work at all if there are "only" buyer and noone sells. invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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