GGG: Your System encourages RMT and Botting.

keep the current leveling rate as it is now and make it getting regret orbs 4x easier to get

or

increase leveling curve up to clvl 70 by a factor of 200% then let it slow down, but keep regret orbs hard to get. Maybe 2 regrets per chaos.
Last edited by Confusedd#0010 on Jan 2, 2014, 2:21:37 PM
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ScrotieMcB wrote:
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Novalisk wrote:
That's what I mean when I say the game's potential isn't being properly tapped. Instead of encouraging players to re-roll and use new skills, the game puts you on the long path with the same few skills, leading to boredom and frustration as the player feels he can't complete his build without luck or trading.
The game does attempt to encourage players to reroll; it's just that players don't want to reroll, and can trade instead.

Nevertheless, an idea for that skill diversity problem:
Gem (not level 1) + Level 1 gem with same leveling scheme + Orb of Regret = second gem gains first gem's level, first gem becomes level 1


Yes, the game ATTEMPTS to encourage players to reroll, but it doesn't do a good job precisely because of how much a hassle gear acquisition and actual leveling is. By the time you are far enough along that you have one character fully geared and high level, you probably won't have the energy to make another one. This is poor design.
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Novalisk wrote:
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ScrotieMcB wrote:
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Novalisk wrote:
1. Their build isn't complete, and they know how time-consuming it is to complete another build. Can be fixed by hastening map progression, high level gem progression, and making 5/6-links less volatile to reach self-found.
And there is the core addiction-addled fallacy again. The nature and point of a game is to be time-consuming; time consumption is not supposed to be a negative quality! If you're trying to get things done fast, to complete the game rather than play it, you're trapped in an addiction loop, you're not actually enjoying yourself. Path of Exile is not a job!


There is a difference between completing a build and completing a character. The former is the problem, not the latter. If I was suggesting to hasten character completion, I'd have requested higher drop rates for exalts and eternals.

5/6-links, quality gems and the ability to solo high map content are what signify build completion. GG rares empower a character past that point, and can still be worked for after you complete a build.


Yup precisely, completing a build is when your character, more or less, does whatever you designed your character to do, in its fullest extent. So if you are a fireball witch, your character is completed when he is able to throw fireballs everywhere and burn everything to ashes.

In D2, builds pretty much completed around level 40-50, due to how the skill tree was designed. Past this point, further skill points just made your character stronger, they didn't change your build at all.

The problem with PoE is that most characters builds finish around level 80, sometimes even more (such as 90). Not only does that take a lot more time than comparable aRPGs, its also much harder to reach due to the death penalty. There are other factors like 5L/6L's that make build completion idiotic to put it nicely

This has nothing to do with completing your character, which means getting GG min/maxed mirror gear. The easiest way to fix this problem would be to honestly make reaching level 100 much easier than it is now (like the same amount of time it takes to get to 80 currently). Then there is the issue of links and sockets that needs to be looked at
Last edited by deteego#6606 on Jan 2, 2014, 5:41:25 PM
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ScrotieMcB wrote:
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Novalisk wrote:
1. Their build isn't complete, and they know how time-consuming it is to complete another build. Can be fixed by hastening map progression, high level gem progression, and making 5/6-links less volatile to reach self-found.
And there is the core addiction-addled fallacy again. The nature and point of a game is to be time-consuming; time consumption is not supposed to be a negative quality!

With PoE, however, the crucial issue is how much time is consumed in leveling each build. Once you've taken a few builds up to lvl-60, the prospect of plodding through the Normal-Cruel-Merciless grind loses its initial appeal. What you really want to do is explore interesting new high-level builds, rather than get bogged down in yet another low-level grind. But if you're lucky, one of your earlier builds will get monkeywrenched by a Passive Tree patch revision, and you can use the free respec to reboot the character.
Time consumption for the sakes of time consumption is never a good design practice

Time consumption should be the side effect of your game being good and having replayability, you should never design your game with a goal to just be time consuming
Last edited by deteego#6606 on Jan 2, 2014, 6:02:31 PM
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ScrotieMcB wrote:
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Novalisk wrote:
1. Their build isn't complete, and they know how time-consuming it is to complete another build. Can be fixed by hastening map progression, high level gem progression, and making 5/6-links less volatile to reach self-found.
And there is the core addiction-addled fallacy again. The nature and point of a game is to be time-consuming; time consumption is not supposed to be a negative quality! If you're trying to get things done fast, to complete the game rather than play it, you're trapped in an addiction loop, you're not actually enjoying yourself. Path of Exile is not a job!

Regarding other points: I agree that storyline is more monotonous than maps, allowing maps over storyline gets my thumbs-up. And I also agree that my formula suggestion would only provide the slightest of benefits and wouldn't do all that much; it was just an idea.



Games should not be designed to be intentionally waste a player's time. A game should be designed to have content that is fun and engaging, something that clearly went over GGG's head for whatever reason when they were designing the end game content.
BTW Wittgenstein made an excellent post in general discussion which I am putting here

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Wittgenstein wrote:
The RNG in the game is a bloated time sink which can only be circumvented by other time sinks (researching item price and keeping abreast of changes that move as quickly as the stock market) - I am not disagreeing with the entirety of the OP's post only with the bit about it being, to paraphrase 'not that bad'. It is that bad, its really bad. This game isn't really a H&S in the traditional sense, its an economic simulator, I have no idea why the dev's believe the way they do about item acquisition.

Acquiring great items doesn't shorten the life of a game, it lengthens it, because players like feeling powerful and awesome and will continue to play when they feel that way. The dev's seem to think that only by gating items either explicitly (like some uniques) or implicitly (insane RNG) can they keep players hooked and playing. I think they will discover it is exactly the opposite. At least, for me, my play time has plummeted. I do not mind grinding (Monster Hunter is one of my favorite titles) I do not mind having to learn game dynamics in order to succeed (I love Demons Souls). However, I want to feel that my time invested is never *wasted* and I feel that in PoE a large amount of my time is wasted.

Acquiring lots of "crafting" items isn't moving the player forward (unless you play the trade game) you can have a ton of X orb and still garner 0 results - that isn't HC, it isn't fun, it's just a time-sink imposed by the creators for no real reason whatsoever. The only reasons they provide as to *why* the RNG is the way it is, is because they wish to have a 'balanced' economy - which we certainly do not have, if by 'balanced' you mean something akin to 'typical player can enjoy'. What the RNG has created is the super-wealthy trade-game players, and the super-poor largely self-found players who are, in effect, gated from a majority of the items in the game that are of value and will most likely never see them in their lives.

The premise of the 'crafting' materials in this game is awesome, and largely provided my motivation to give the devs the money that I have, however their implementation of it is just... absurd and boring. They could have done away with all of the orbs, and just put in 'coins' when you find a coin you get to flip it and before flipping you choose what you want changed on the item. Want to change its damage? Flip a coin! Want to make it rare? Flip a coin! How many coin flips does it take to get the item you want?! OMG SO FUN! Or, take all your coins and give it to the guy who has the item you actually want, but because of how absurdly hard it takes to actually obtain anything by flipping coins you should be prepared to give him a metric ass ton of coins (or one of the REALLY rare coins that are SO rare you'll probably never ever flip them).

Sorry if this is mostly off topic. I used to defend the 'crafting' in this game, but I no longer can. It really saddens me to see a game that could be so much fun be ruined because of some inane desire to force people into trading.


From http://www.pathofexile.com/forum/view-thread/736815/page/5#p6382964

I 100% agree with this statement
Last edited by deteego#6606 on Jan 3, 2014, 12:26:56 AM
I know this was a few pages back, but nevertheless: it's not enough to say I disagree with complaints on the Dominus fight, especially saying the first form is a gear check; the words "blasphemy" and "heretic" come to mind when thinking of such QQers. To me the Dominus fight is a true work of art, transcending design and approaching sacred. The obviousness of its awesome glory is total. Simply put, I have to assume those who dislike it are either stupid, insane, or somehow playing a different game than I am, and rational debate is essentially impossible.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jan 3, 2014, 10:48:39 AM
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ScrotieMcB wrote:
I know this was a few pages back, but nevertheless: it's not enough to say I disagree with complaints on the Dominus fight, especially saying the first form is a gear check; the words "blasphemy" and "heretic" come to mind when thinking of such QQers. To me the Dominus fight is a true work of art, transcending design and approaching sacred. The obviousness of its awesome glory is total. Simply put, I have to assume those who dislike it are either stupid, insane, or somehow playing a different game than I am, and rational debate is essentially impossible.



The first form is fine. The second form is not by any stretch of the imagination, as the second form basically ruins certain builds.
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ScrotieMcB wrote:
Simply put, I have to assume those who dislike it are either stupid, insane, or somehow playing a different game than I am, and rational debate is essentially impossible.


Most likely you haven't done a Residence map yet (especially not solo). So yeah, playing different game, where rational debate is impossible :P

Exploding minions and bug stream will still rape your overcapped res. gear (check).
When night falls
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In impenetrable darkness

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