Comprehensive player's ideas to fix PoE's RNG problems and make it rewarding

There are people who don't like current balance. The 0.9.13 balance was better.
The thing with CB is also it had some broken builds (like spark totem, which is still currently fairly broken), a lot more potential builds was viable all the way up until maps (and in maps as well).

Right now what we have is a group of 10 or so cookie cutter broken builds, with everything else in comparison being utter shit
I've played PoE yesterday a bit, to see how loot works.
I've realized that it's clearly visible that loot is independent from the map's mobs level. So coming from 19 level map to 20-21-22 does NOT increase in quality of your loot.
This is just ridiculous.

Why should I tire myself fighting with more augmented mobs, bigger ones, with higher amount of life if it DOES NOT RESULT in the higher quality of loot???
I get better loot on 16-17 lvl maps with swarms of monkeys which I kill with one Ice nova hit. The HIGHER AMOUNT of mobs DOES GIVE ME HIGHER CHANCE TO GET BETTER LOOT.
So why should I go further? For the "great"story? "Go kill three of the bandits because they're bad"?
Sure not.

Please GGG balance the loot more, not only according to the map level, but even more - to the level/augmentation/strength of the mob.
I want to FEEL that I've just killed a golden stone monster or an augmented golden bear. If they drop the same one slot white shit as monkeys do, it looks stupid and feels unrewarding.

So the problem with the balance is not only attributable to the "level of the mobs in the area" - as johnkeys said, but to the level of the actual mob and their diversity too.





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Martinezz123 wrote:

So the problem with the balance is not only attributable to the "level of the mobs in the area" - as johnkeys said, but to the level of the actual mob and their diversity too.


my proposal comes from the fact, that both Torin's and Courageous' excellent proposals may be harder to implement and integrate into the game.

I had to balance between desired results and implementation simplicity, so I just stole this idea from the people who made the other ARPGs I played :)

balancing both level of mobs in the area AND the types of mobs themselves is more tricky, and the results would probably be only slightly better.

you don't need a Matrix to get results only 20% better than those achieved by a one-dimensional array :)

although I did propose a rather complex balance to loot drops from rare mobs in my "tie drops to difficulty" thread - I still think a more simple solution is more likely to catch GGG's eye.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
I know.
But I wouldn't agree.
First - tieing the loot level with the map level (1) and the mob level (2) needs only two variables. It's a variable - bias relation.
Second - tieing it to the mob level is not a cosmetic change. It's a huge change in the player's feel of killing something stronger and on purpose.
It's like "why do you generally make stronger mobs bigger in size"? The answer is the same - player must feel that.
The satisfaction is directly connected with that basic, primal assumption. So the prize (loot) level is.
Last edited by Martinezz123#5213 on Apr 12, 2013, 7:47:51 AM
The way "crafting" works... really makes me laugh. Ironically.
I'm pissed off.
Again.

How could you destroy the game so much!!?
I'm posting here some collected ideas from other topics.
For now the better explained and argued first proposal from the OP.

The better explanation of the proposal:

"
RPGs use RND in different contexts. They use the amount of damage you do every time and we do not complain about that.
Imagine what would we say if the damage system would be created like the "crafting" is. Each time you hit a mob it would roll a bunch of dices with a completely unpredictable outcome - from damage types through the amount to the completely random range and direction - even being able to hurt yourself.
Would we complain?
Would we propose as a solution to rise some results a bit?

So the system itself in its core assumptions is to be changed.
Like we accept some randomness in the damage amount, the system could steel use RND, but not to the amount id does now.
I'm repeating myself but maybe it is good to repeat good proposals again and again.
All the divine, chaos and alteration orbs should be stopped from clearing all your actual suffixes. They should ONLY loot the ONLY ONE suffix you've used it on. So if you've got 5 suffixes in a rare item. Two of them you really like. You use the chaos orb on a third one and you get a new suffix here.

The playability of this new approach will change drastically.
yet keeping the rnd approach to the crafting.
That's what GGG should really do.
Change the current one-armed bandit - punitive - system to the, steel random, but the more controllable one.



The argumentation:


"
Take the amount of suffixes&prefixes multiply it by the amount of percentages multiply it by number of items and compare to the orbs drop rates. And keep having in consideration that you can get in result of taking a draw a worse feature as probable as a better one - than you already have (sorry for english, something's wrong with this sentence).
The only change is that you do not destroy the suffixes you don't want to (not always best ones because drawing is steel a risk).


A bit of counting:

"
Imagining that you have for example a 50% increase of something on your item.
A chance that after using an orb you get ANYTHING BETTER is:
the-number-of-suffixes&prefixes * the-number-of-levels(percentages)-available/2
I won't even count how many suffixes PoE has but it's a number high above 100.
So a probability to have this stat better is in the best way like 1/5000.
And this is with constraints that you don't want to have this exact stat being improved, but just ANYTHING better.
What's more important there is off course THE SAME PROBABILITY to get anything WORSE than you've got now.

And I don't even try to count the probability that you will get THE SAME FEATURE WITH A BETTER STAT. It's enormously small.
And we are talking about UNBIASED probabilities.
The ones in the game should be biased according to the level of item and the level of player.

To all of that, add that bit of thinking that we are talking yet about:
- only one feature to be improved instead of 6 or more
- only one piece of gear
- that exact gear on certain level of character - the gear which has to be (will be) changed to a better one when you advance in the game. May be you've forgotten but actually in aRPG you CHANGE GEAR to get one with better basic stats.
Diminish that small probability by these restrictions.

On top of all of that is the drop rate of orbs. Which is reaaaaaly small.
And your - the player decision - do I want to "play"with the stat like +40 increase on something while the chance of getting something worse is too high? Maybe I'll leave it like that. But then I get a better item itself. What should I do. etc. etc...




Difference between PUNISHING and DIFFICULT system:


"
This is not the problem of the game being easy.
This is the problem of the game being punishing.
Easy and rewarding are complete different things.


The PUNISHING system: you can most probably destroy your item trying to upgrade it.
HARD system: it is difficult to upgrade the gear and very difficult to get to the maximum stats.


See the difference?
Now tel me where PoE is.


If an orb would randomly change only one suffix on an item (as I've proposed) you could make that system quite hard by many means (like orbs drop rate, amount of suffixes, percentage bias accordingly to the players level and so on) but at the same time NOT PUNISHING.
proposed Orb crafting solution (not mine):



short version: make orb-usage incremental.


a bit less short version:
Spoiler


(1)Alteration and Chaos: rolled modifiers cannot be lower than item level.

(2)Jeweler's and Fusing: amount of sockets/links cannot be lower than current amount.

(3)Alchemy, Transmutation, Chance when not unique, and Regal: amount of mods is random, but none can be lower than item level.

(4)Blessed and Divine: numeric values are incremental. for example if an item has "+20 lightning resistance" and maximum value for this mod is 50, result of a successful roll will give it any value between 21 and 50 inclusive. item level gives a higher chance to roll values near maximum.

(5)Augmentation and Exalted: still possible to get the dreaded "light radius" and "thorns" mods, but cannot be lower than item level.

orbs (2) and (4) will have a wipe-out chance of making no changes. effectively wasting the orb.


for more information and fixes see: http://www.pathofexile.com/forum/view-thread/367252
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on May 3, 2013, 9:41:41 AM

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