POE: The Best of Games and the Worst of Games

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Chris wrote:
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ephetat wrote:
I am both relieved and concerned that Chris has finally given up on calling currency items crafting. I am relieved because currency items are not a crafting mechanic, they are a gambling mechanic. I am concerned because although the official distinction is welcomed, nothing from his post appears to be pointing towards an actual, proper crafting system being added to the game in the future, although it is clear he (and by extension GGG) recognizes the problem.


Vendor recipes allow more controlled crafting.



But not really.

Id say take a look at something like Titan Quest.

Drops were pretty much random, there was gold but that was moot of course as always.

However random sorts of currency drops in that could be used for modifications of set values or to create specific items.

Id rather see a massive increase in depth rather then more but random.

It is not crafting, and that is something that is failed to be recognized by you guys. Its not that the random is bad, but its done in the wrong way.

Why not allow us to destroy items to remove their mods and then place those mods elsewhere for some sort of currency cost?

Why not allow modification of weapons/armor that let you reduce/increase the attack speed while increasing/reducing the damage values or such.

You could add in a lot of controlled crafting to give the players the ability to design what they want, while still making it hard to obtain, rather than easy to obtain random chances at getting something.
And if you close your eyes, does it feel like your exalt almost hit this time~
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Chris wrote:
Players play Path of Exile more efficiently than we imagined when we initially set the currency drop rates (which have remained mostly unchanged since then). Players are concentrating their item rerolls into fewer and better items than we intended. While this level of end-game item manipulation is often described as really fun, it has the problems that you've discussed in this thread. One way to address this would be to reduce the drop rate of higher currency and also make content easier. I am very aware that if we did this, people would complain that we nerfed currency drops and dumbed down the game difficulty. We'll find a better solution!

Ever considered the opposite approach to scaling currency drops? Currently, high level orbs are just as likely to drop in Act 1 Normal as in level-78 maps. The only restriction is that currency drops become scarce as you over-level your character. As a result, the most efficient way to farm orbs is with a low-level character in Normal, twinked out with high-IIQ OP gear that quickly face-rolls the mobs.

Why not simply scale up the relative frequency of high-level orb drops as the content level increases? Keep the overall currency drop rate the same as it is now, but bias Normal to drop mostly low-level orbs, Cruel with mid-level orbs, Merciless with high-level orbs, and high-level maps with the rarest orbs. The bias wouldn't have to be extreme, just enough to make it more profitable to farm Exalts in maps than in Normal. (And while you're at it, you could apply the same type of level-scaling to Unique drops as well.)
Last edited by RogueMage#7621 on Dec 8, 2013, 7:14:12 PM
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Chris wrote:
Without the RNG, it would not be fun.

That is where I wholeheartedly disagree with you Chris

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Chris wrote:
If we had no currency items, our item system would be similar to older action RPGs like Diablo 2.

I don't want you to remove currency items, I want you to make them all have "not-rng dependant" effects

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Chris wrote:
One way to address this would be to reduce the drop rate of higher currency and also make content easier

I don't want you to make the game easier, I want you to remove rng, you are attacking the problem completely wrong

Not all of it of course, I enjoy random areas, monsters and even item drops but I wish I had more control so that rng serves only one purpose, make the game unpredictable, never going through the exact same things over and over again, giving it that limitless replayability.

However when rng serves to change the game's difficulty is when it goes too far for me. Farming and grinding is not fun to me, again, something that is only subjective to a person, only a question of taste.

There shouldn't be "gear checks", you should have complete control over you gear, again, putting some rng so that things are not predictable and repetitive but not to affect difficulty.

End game doesn't mean anything to me, once I finish merciless, I consider that I have finished the game, again, it's because I don't like farming/grinding, by the very end of merciless, you should have reached max level

I have a difficult but simple suggestion, make leagues with alternative game design, I really mean changing core elements in the game. That way everyone would get what they want and would just play what they find fun, however, I do understand if technically this is too demanding

Last edited by Coal48#3951 on Dec 8, 2013, 7:36:30 PM
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Coal48 wrote:

There shouldn't be "gear checks"


Ofc there should be gear checks, what type of games do you think you're playing ?

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End game doesn't mean anything to me, once I finish merciless, I consider that I have finished the game, again, it's because I don't like farming/grinding, by the very end of merciless, you should have reached max level


What type of games do you think you're playing ?
IGN : @Morgoth
Last edited by Morgoth2356#3009 on Dec 8, 2013, 7:37:10 PM
They should change jeweler and fusing so you get 1 step closer to the desired result.

Still rng but after let say 500 fusing you get your 6 link garented ...

That way every fusing / jeweler was not a waste but required in your crafted item.

Just saying
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Morgoth2356 wrote:
Ofc there should be gear checks, what type of game do you think you're playing?

An ARPG not an MMORPG
Last edited by Coal48#3951 on Dec 8, 2013, 7:39:52 PM
agree 100%. well said
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Coal48 wrote:
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Morgoth2356 wrote:
Ofc there should be gear checks, what type of game do you think you're playing?

An ARPG not an MMORPG


There are a lot of ARPG's out there with some kind of gear check mechanics, not only MMOs. Gamplay skill maters, but you'll have to have some gear to defeat some bosses. In PoE, some bosses require more gameplay skills (you can defeat Brutus with no gear and being lvl 1, or Vaal is also a good example), and others are typical gear checks (Dominus). It's the same for all Diablo-like I played in years.

Funny thing is, a lot of ideas spread here to improve crafting or other things are very influenced by MMOs : account-bound items, no rng in crafting ("guaranteed mods & stats" items), ... I don't want that, because yes you're right, PoE is not a MMORPG.
IGN : @Morgoth
Last edited by Morgoth2356#3009 on Dec 8, 2013, 7:51:16 PM
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Coal48 wrote:
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Chris wrote:
Without the RNG, it would not be fun.

That is where I wholeheartedly disagree with you Chris



Maybe you should learn what an ARPG is? By your other posts it seems an ARPG isn't for you, or at the very least not one that requires you to think. YOu could try D3 RoS, a game in which you gear up in a week and then quit, or you could go try a different type of game. because an ARPG is about gear, character progression and RNG.


Also, PoE's crafting system is good, far better than something like D3's where you just put in the required items and in return get a shitty item you will never use, and if they make them account bound but the best then the economy goes down the toilet and all you do is craft. PoE has the best crafting system in an ARPG, that is a simple fact.
Last edited by oBLACKIECHANo#6895 on Dec 8, 2013, 7:55:27 PM
Its so funny.. You just pointed out all the reasons why me and 2 of my friends stopped playing poe.. But I really hope they bring some good changes.. One thing Not mentioned was the stupid idea of a stat called Magic find ..

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