Why I'm done with this game (at least for now)
" Well, I just told you that the system, as it currently is set up, is not just not fun for me, it seems expressly designed to be frustrating and demotivating. I also told you I'm fine with grind - even over the long term. But grinding out a chance to roll on an item, which may get better or may get worse, isn't a fun game for me. And for "years"? Oh my god. That's something out of Sartre. Just wanted to say thank you to Koreapsu - I had a bet with a friend that the first person who responded would 1. not be responding to my actual point, but to the one example I used of a different way a system could be built, and 2. would be rude about it. I lost the further bet, though, that the first five people who responded would all follow that pattern. |
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While I understand your frustration, I've had quite the opposite experience.
Also - since you mention psychology - people are very irrational beings and almost always tend to overestimate the chance of success and underestimate the chance of failure. If you keep that in mind you really might want to try to trade for an item next time youre quite short on resources and need to replace some mid-level items (; Now, about my opposite experience - a few patches back (gear trading to NPCs wasnt still in, but the orbs havent changed all that much), I also hit my first lvl 60, and just like you I felt really proud about it (especially it being a HC character) and enjoyed how his power grew before my eyes. Just like you I also had a lot of random gear parts much lower level than character's, as well as a bunch of orbs saved up through the game. I also ended farming Chaos for gear upgrades for quite a few hours and to my surprise it wasnt much more than a day or two (although surely more than the hour you spent there - you need more patience than that!), all my gear was lvl 60, my HP had pretty much doubled from gear alone and many other stats significantly increased - that was a completely different character! A few lvl 60 items and a bunch of orbs can go a really LONG way. That made me feel like the loot is insignificant in PoE, only the orbs matter since you can roll just about anything. So while you say its too random for you - I find its not random enough for me, and would prefer every item being found as loot. But then again - that would destroy the currency concept :/ Last edited by nermind#6181 on Feb 12, 2012, 9:12:50 PM
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I haven't read the post but I saw something relating grinding for a reward vs RNG.
Let me just say that it is actually ok to implement a grind for some item slots if it's only for 1 or 2 slots. It helps giving a sense of advancement (similar to how torches were done in d2). The item given could have stat range on it to keep someone from re-doing the grind again. |
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I'm level 27 and I just started crafting at about level 25. I've thrown away a ton of created stuff that wasn't better than my current stuff. I'm glad I got used to disappointment early.
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I kinda like the fact that you can spend an hour and then waste your loot in a minute, means you have to run out and get some more or get left in the dust.
This system will work when the game's finished, but right now with the same 10 or so enemies and same areas I can see it getting tiring really fast. It seems like crafting depends on a person's risk tolerance, I'd rather potentially get a great item than have it sit in my stash, it's way more rewarding and you kinda 'bond' with your gear when you craft it as opposed to just buying/trading for it. |
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Every high level player went through the same enlightening crafting experience. Spending hundreds of alterations/jewellers/scourings/fusings only to end up with piece of vendor trash.
Lesson learned = DON'T CRAFT, it's not worth it. Save your orbs and buy the items from other players instead. |
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This post is entirely hypothetical. It does not represent a feature we are planning.
If there were currency items that were more likely to roll "pretty good" mods/sockets, but could not roll the maximum ones, would you prefer to use those for crafting? It'd mean you could get say 5 socket items with say 75% of maximum values in terms of mod properties, but would not be able to roll globally perfect items. With both sets of currency items available, would you still try to roll perfect items with the more risky set, or would you use the (higher expected value, lower variance) hypothetical ones presented here? 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 would use the hypothetical orbs to craft gear until your char / wealth matures enough to roll for higher mod items and could afford to take the risk.
IGN: @Chopatron Last edited by Chopatron#3662 on Feb 13, 2012, 1:45:24 AM
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chris, you should probably make a poll for that.
My answer, it varies. For weapons and sockets? Without a doubt the more risky one. For pieces that are only survivability? The one that's more "sure". Rings, belts and necklaces, I'd go with the high risk simply because even if it can be bad for you, it can be really good for another build (thus, higher chance to roll something of value). |
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There are two reasons I didn't make a poll -
a) Selection biases reduce the utility of the result. I'd rather see discussion of the idea :) b) I don't want to make it look like the idea is actually sanctioned. It's just me thinking out loud about potential improvements to the currency system regarding risk. 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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