Why I'm done with this game (at least for now)

I'm not against the current system, but I think the extremely low rate of good socket distributions, with fusing orbs currently not craftable makes rerolling sockets a really punishing experience.

Either make fusings roughly as available as the other two socket orbs, or raise the chance for more links.

The current worth of currencies feel terribly artifical. Alchemies are readily available for those who want from either a pair of rares, or "item find" shophunting.
Chaos orbs on the other hand cost a load of rares, while it should be roughly in the same "tier" as the former.

Fusing orbs can only drop, and this makes them one of the most expensive currencies. I feel it shouldn't be like this.
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szoltomi wrote:
or raise the chance for more links.


this.

I suggest (and I think its possible) to make it work like in Torchlight: you have a chance to add a link, with a little risk to loose another (down to zero if there are no links in the input item), and another risk value to swap one link. The values for the chance and risks grow up witgh each (or only with each successful?) try.
Example: the base chance to add a link may set to 50%, and decrease by 10% for each try; if it "hits", there come a risk of loose another link, set to 25% with an increase of also 10%. Additional you could have a risk by 20% to swap a link to another position; maybe a fixed value?
The values for all this should be calculated to reach the desired amount of effort to get a chance for a max-level item (could be need different values for items with a maximum <6 sockets)
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
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Garr0t wrote:
Certainty should be very costly and should only give median rewards.

In an economy where crafting mechanics are designed to be random, I believe introducing a mechanism that has certainty will invariably lead to inflation because it will bias sigma and shift it towards better items. Take a normal distribution:Assuming left is really bad items and right is really good items, the curve will shift to the right over time if results are guaranteed.

As well, it perpetuates a two tier economy: Those that spend the most time will have the greatest access to currency. If those players have a way of guaranteeing crafting results, regardless of how costly it may be, the investment will perpetuate their position on top of the economic ladder.

Secondly, certainty means that invariably over time, items available on the open market will skew towards the 'perfect' side of the chart. The problem with this is that the more perfect items there are in the world, the easier the game becomes. This will require the development team create harder and harder challenges in order to stay ahead of the item curve...

While the current system may appear flawed in some eyes, I believe the existing random generation is the only way to minimize the risks I identified in this post.

Those that understand this position should likely also see that introducing certainty will completely destroy the orb economy because the sinks will no longer be effective over time.

"
Chris wrote:
This is the way the game is designed. While the values may be changed to make it more rewarding, there will always be a non-deterministic element to the use of the currency items. Players who want a guaranteed return for them should trade them (once our awesome trade stuff is finished)

Thank you for clarifying this explicitly. It gives me great confidence in the leadership at GGG and I look forward to supporting PoE financially in the near future! =)

Good to see someone who gets it, agree 100%.
it's not ridiculous

You must be aware that in this game lv 60 items doesnt mean best in most cases (exception chest/weapons)

a lvl 20 amy can pwn everythnig if it has just even perf built-in + 2 good mods for your build

some 13% IAS gloves lv 25 4links or even unique lv 15 can be way ebtter than lv 60s...


I have played 2 weeks myself, and achieved crafting myself this 6-linked bow yesterday

Unavailable


While I agree that I might have been somewhat lucky

it still took
loooong time to get 13 rare shriek bows as base for socket recipe rolls
355 jewellers to roll 6 sockets (recipe rolls equivalent to jewellers)
41 chaos to get a decent/low ED
38 fusings to link it

all this for just 1 weapon on my underpowered ranger!

but it feels soo good when you finally achieve it

I think this sytem is very good, unless people purchase loads of fusings/chaos with real cash come open beta/release then it will ruin it


POE is about optimization and overcomign ridiculous RNGs through luck,determination, and smart trading/farming.

My advice to OP:
make a few days break, then start farming merciless Ledge with +% item quantity items, you'll get orbs back in no time and you can buy better items for really cheap from other players (2 chaos for each slot can already buy you decent rares as a stepping point to better stuff)
IgN: Dolpiff (8x Elem wander). Former CB ranger.
Pm me on forums or ig if I won an auction, or to claim an item of mine you won.
Last edited by dolpiff#6716 on Feb 13, 2012, 8:41:29 AM
Some items in this post are currently unavailable.
I never liked the "skill in gems" system that require eqipment to utilize it ,it wouldnt be bad if it used some item that dont give stats just work as skill holder where you can find better via drops or quests. Or just normal skill panel like in any other game ,though working with gems here.
The giant con on this system is that it really block equipment development for players since you got the links in the gear or its totall junk ,since you wont play without your skills because they are basic part of any game character build.

Well i dont see the problem in the game being "random mods/rolls".
The problem is in sucky balance of mods that i pointed long time ago. Every roll should be somewhat good ,but fiting other playstyle ,so the randomness should be hard at getting something for your play style rather than strong/weak mods idea.

Currently each item got dominating mods ,just like the whole skil system. You got exactly those mods or your item is junk.

Like for example physical or magic damage on weapons.
I should be completly viable with using weapon that have no physical dmg ,for example bow ,but got mod that for example add fire dmg in this place. Those two mods should be same power ,though fiting other style of play.

But now everyone GO PHYSICAL DMG on bow. Since physical mod give up to +200 dmg ,while elemental mods give like 50 dmg.
Where the fck is balance in that ?? I want to do elemental ranger ,to do some funny builds ,but developers ofc favorize some stuff ,just like they favorize magic users from begining of this game.

How they favorite magic users you would ask??
Well in normal game where spells dont have accuracy they dont have also criticals ,but here they got both ,and even boost to criticals comparing to physical users. They also got strong dmg with aoe spells ,where single target spells are totall crap.


This game is good for 1 month of playing max in my eyes. After that many people will simply resign since there is no real balanced cosutimzation of character in the game.
Last edited by herflik#4390 on Feb 13, 2012, 10:59:22 AM
"
Kabraxis wrote:

"ohh look i use my 150 fusings, 300 jewelers and 260 alchemy and all i got is pile of vendor junk. I collect this for one month so i assume now its time to /wrist."
Or simply unnistall game.

Sorry to say but current crafting system caters only to most hardcore players and to people that have very high "failure resist". Bit more important is that current system has not much common with the word "fun" abd PoE as a game is too much RNG based (more than any HnS ever imho).


I think your all missing the point/focus of an ARPG loot game. Once upon a time back in the mists of time when Diablo 1 was around, we didnt have a way to grind orbs so that we could potentially craft items, no matter how random that system is. We had to rely on good old playing the game endlessly to find that 1 in a million item.

The orbs are more of a bonus that give you a chance to turn what might be junk into something worthwhile. Even Diablo 2 had no such mechanic to turn an existing magic item into anything worthwhile. You could craft things from base items in a similar (but less extensive) way to what you do here but that was it.

Hate to come off as an MMO hater but the system you and the OP want were persistant play will guaranteed grant you the item of your dreams in time is an MMO system which is TOTALLY at odds with the ARPG style of this game.

In short you are indeed playing the wrong game.

"
herflik wrote:

But now everyone GO PHYSICAL DMG on bow. Since physical mod give up to +200 dmg ,while elemental mods give like 50 dmg.
Where the fck is balance in that ?? I want to do elemental ranger ,to do some funny builds ,but developers ofc favorize some stuff ,just like they favorize magic users from begining of this game.


The balance is that elemental damage is alot harder to resist. Basically...
Last edited by RodHull#2035 on Feb 13, 2012, 11:40:00 AM
The funny thing I don't get is that user complains they played a week and didn't get what they want, but substitutes a method that requires months of grinding as an alternative.

This has no merit because months of grinding was not yet spent by the OP on the current method implemented in THIS game to prove otherwise.
PM me in forums if you need any help!
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Last edited by Sarganym#4533 on Feb 13, 2012, 11:50:18 AM
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Sarganym wrote:
The funny thing I don't get is that user complains they played a week and didn't get what they want, but substitutes a method that requires months of grinding as an alternative.

This has no merit because months of grinding was not yet spent by the OP on the current method implemented in THIS game to prove otherwise.


You don't understand the issue.
The problem is not that you don't get what you want fast enough. The problem is that you can spend weeks or months and still not be closer to getting what you want.
"
RodHull wrote:

Hate to come off as an MMO hater but the system you and the OP want were persistant play will guaranteed grant you the item of your dreams in time is an MMO system which is TOTALLY at odds with the ARPG style of this game.

In short you are indeed playing the wrong game.


That is a straw man.
"
pneuma wrote:
OPs like these make me wonder when /ignore is going to be added to the forum.

If it's painful for anyone to grind out their perfect equipment, perhaps they should reconsider their time.

I haven't found equipment to be a hard requirement on any character and the crafting orbs right now are fine for generating a decent upgrade when a new base item shows up while questing.


Man, it's posts like this that remind me why I love the internet so much. Note that not only does this poster completely ignore my point - IE, I HAVE reconsidered my time - he is rude doing so. (And twice as rude in a future post.) I wonder... is being rude about something which is the OPPOSITE of what I was saying actually being polite? Maybe this was some weird meta thingy that I'm just not clever enough to understand.

To repeat my point - I'm not playing any more because I became too frustrated. However, I still really, really like the game as an idea, so I'm posting to let GGG know why at least one person who certainly is willing to spend money on a good F2P game isn't currently playing. If they see it as a problem? Good, I'm glad I could help. If they don't? Well, at least it seems I've sparked a conversation, and I assume these conversations are the reason betas exist.

To make clear some other points:

As I REPEATEDLY said, I don't think I - or anyone else - should have easy access to "the item of my dreams". And I also don't see a contradiction between replacing a system where I MIGHT get an item in a week of grinding with one where I WILL get that item in a month of grinding. What I want is to feel like my character is progressing. Grinding orbs for a week, then blowing them all in one session, isn't progression, it isn't fun for me... it makes me NOT want to play. Economic psychology suggests also that it isn't going to be fun for most of the human race - although I certainly couldn't make any guesses about how it impacts the small subset of gamers willing to spend money on F2P games. It's certainly possible that the people who will be hardcore in this game, and spend money, ARE motivated by that particular set of risks and rewards.

At the end of a week of grinding in a system like the one I mentioned - Lord of the Rings Online - I don't have a perfect item, or even a chance at one. What I DO have is an item which is marginally better than the one I had last week. That is motivating for me! It drives me to play for another week, spend more money on the game, etc.

I'm not saying take the randomness out. I'm not saying everyone should have access to +233% damage weapons. I'm saying that the system as it is in place is extremely demotivational to at least some people. That's all.

(Also, I played for significantly more than "a week". Not sure where someone got THAT snide comment from.)
Last edited by simnel#1762 on Feb 13, 2012, 12:24:12 PM

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