Farewell post~ Great game!

"
trustandfall wrote:

1) Desync.


I think no one will disagree here. :)
Beside that it's a theoretical client/server problem, it seems there are still bugs
in general. It's just incredible how often desyncs happen when fighting e.g. Brutus
in race events. First i thought it's a placebo or something, but right now i dont think so.


"

6) ARPG's are meant to make you feel godly after X amount of time spent on character planning/development.


*signed*


"

EDIT 2: Personal opinion, but MF (or IIQ/IIR) is such a tired, old concept. It's really, really dumb.


I disagree here. For me, MF (including boss runs) is one of the funniest things in an ARPG (and increases build diversity).
It would be more boring without it.
(I find it sad that IIQ was removed as general attribute in Dom./Nem.
Maybe there are better ways of rebalancing here)
Remember Diablo2 MF Sorcs, Gold Barbs, AliBaba ISTIST, ETH TombReaver etc, all the cool stuff :)
"
trustandfall wrote:
Farewell post~ Great game!
Can I have your stuff?
"
makrellvott wrote:
"
trustandfall wrote:
Farewell post~ Great game!
Can I have your stuff?


Can I have yours?
IGN: SplitEpimorphism
Crafting is perfect in this game, there's absolutely no reason to touch this.

Exp Penalty should be higher. Higher content is with more risk. You should try HC.

Desync is not an issue for majority of players.
"
Thanks for the feedback as usual! Make sure to check back in as we continue to patch the game and resolve issues like these. The new four-month leagues (early March) are a great opportunity to check out the changes.

....and quit again.

As if the 4 month leagues remove all flaws....
They offer one tiny change and that's all.

The 4 month leagues are an economoy reset and make RMT such as fools gold trades attractive for 2 months and after 2,5 months the leagues are a wasteland.


The game has fundamental flaws and MMOmechanics too the extreme.

Like:
"
3) Test your own content. Respond more quickly to player requests. It's pathetic that most people skip particular maps and/or map bosses. This should be a quick sign that there's an inherent flaw with said map/boss, and it should probably be revised so that people are at least TRYING it.

Here you see a big point. Instead of Improving the AI and test the players ability(why do you think many players got problems with Turbo?) you only do a lazy MMORPG Gearcheck.

No even better you attempt to troll with "One Shotting" too:
http://www.pathofexile.com/forum/view-thread/540367
Too bad PVP suffers the same issues.

Where is the risk reward?
And with risk reward I don't talk about changes like the PoE Nagelring dropping from level 71+ mobs only.
The uniques are rare but aren't that strong. If you found them you already got better rares. That's how rare they are.



Or:
"
4) Reduce the harshness of xp loss post 80 if you're NOT going to allow maps to be accessible to a players content....

How many times did I say the game is progressing far too slow?
1/3 to 1/4 of the current invested time normal playtime for a level 70 would good.
It's a ONE character game for the majority of players because most players will never have got 1 higher character of each class.



Or:
"
5) The current crafting system sucks. Probably because its not a single player offline game, but some people I play with can tell you, it literally took me 721 jewelers to 6 socket a white harbinger bow. Developers add diminishing returns all the time, why not making diminishing returns on failure rate for things like 6 socketing and lesser fusings #'s (4 should be reasonably achievable, 5 a little less so, but possible). There is NO reason it should take me 721 jewelers to six SOCKET an item. It's simply not fun. Period.

How many times did I repeat myself that good ARPGs are crafting based not trading based?
Look how easy it was to craft in Diablo2.
3 chipped gems + a magic sword.
1PG+Jewel+Item+Low Rune(besides 1.08) and the 1.09 countess could drop till Um.
6 Skulls+ Rare

But the most useful vendor receipes got destroyed therefor pissing of the majority of players. And guess why many players want a SFL? Right RMT because of destroyed vendor receipes. RMT is only profitable as long something is rare.
If something is common it isn't even worth a cent.
Sure RMT could be used in a far bigger scale but it would be far easier to track RMT users down if they suddenly own 500 chaos orbs instead of 10.
You need 20-30 more time investment to roll rare mods than in a crafting based RPG.

If the currency system is the crafting system you have 2 options. Either insure progressing via crafting(I don't talk about the Flask+ Weapon vendorreceipes because at the same time the droprates for flasks got reduced) or make sure there won't be a huge difference between rich and poor players.
Just look how many players complain they receive low chaos chaos offers for a 5 link.
Players who can afford it got it already. The rest can't afford it and that's just wrong!



Or:
"
6) Taken from something a D3 dev once said (yet also failed to make players feel), there's no such thing as too much power. ARPG's are meant to make you feel godly after X amount of time spent on character planning/development. Does that happen in this game? I'd say yes, but more "OP" builds is not a BAD thing. They're fun. They don't ruin other peoples experiences for the most part. I'd argue that they enhance peoples experience more than they ruin it.

The only character that felt somehow finished was my highest CB templar but I want a character that beat Dominus in Merciless at level 60-70 feel somehow finished but improveable.
I don't want to grind docks, catacombs or other areas for eternity just to be able to do a boss.



Or:
"
2) Maps. Maybe the amount of people who actually use maps as their main source of entertainment is so negligible compared to those who use new characters and/or races that this is just NOT a priority to the development team, but seriously.. If I'm doing 40k AOE dps and never dying (unless its due to desync), why should I *not* be able to do the hardest content in the game to my hearts content if I'm capable? Seriously... its such a huge flaw. Just make it to where whenever the last monster in a map is killed if no other map has dropped, a replacement map drops. There's no reason I should EVER have to go down in map tiers if I can complete the tier I'm at. Currency sink? More like trivial pointless time sink.

Didn't I already complain in CB about that?
I rolled 120+% maps in CB and found only utter garbage and no mps.

The mapping system had one major change in mechanics that was Map drops influenced by IIQ changed to map quality.

My suggestion after the 90%+ map no mapdrops was to have a guaranteed mapdrop if you exceed certain quality.
And climbing up the ladder with certainity if you only do hard maps.

Mapmods is the place you can make the game harder.
For example somebody rolling Orchard without mods will most likely stick to level 66 maps but won't die against the obss. Somebody rolling harder mods has a higher chance of dying but he will progress.



TL;DR

You get the same feedback over and over again and yet nothing changes to the better.








Bye bye! I agree with crafting too. Need to have some guarantee that our hard work will pay off.
"Man, it's like we're fighting housewives and their equipment." - Millennium
Not for nothing,but Chis himself and at least one of the PHFP has posted in this thread and at the very least it didn't get moved to feedback and or locked as all other I quit posts have.

Do you think it is at least possible to have some continuity in how these forums are run???
Luke: Sorry we have to leave you here, but it just ain't right to eat your wife's and daughter's brains. Plus you're really disgusting and I don't want to spend anymore time with you.
"
mushioov wrote:
Crafting is perfect in this game, there's absolutely no reason to touch this.

Exp Penalty should be higher. Higher content is with more risk. You should try HC.

Desync is not an issue for majority of players.

COOL STORY BRO!
Dear GGG, please make Mac version
"
velrac wrote:
Not for nothing,but Chis himself and at least one of the PHFP has posted in this thread and at the very least it didn't get moved to feedback and or locked as all other I quit posts have.

Do you think it is at least possible to have some continuity in how these forums are run???


IGN: SplitEpimorphism
"
trustandfall wrote:
Yep. Played on and off since closed beta. Multiple 80+'s, had fun.

A few simple recommendations to make this game what could have been the greatest ARPG of all time...

1) Desync. Simply put, the main contributing force to me quitting. Anyone who says it "isn't a thing" or to "build around it" is making excuses. It does exist. Its god awful for some people, I'm one of them. Is it a great game with desync? Sure, but it could have been better and more enjoyable.

2) Maps. Maybe the amount of people who actually use maps as their main source of entertainment is so negligible compared to those who use new characters and/or races that this is just NOT a priority to the development team, but seriously.. If I'm doing 40k AOE dps and never dying (unless its due to desync), why should I *not* be able to do the hardest content in the game to my hearts content if I'm capable? Seriously... its such a huge flaw. Just make it to where whenever the last monster in a map is killed if no other map has dropped, a replacement map drops. There's no reason I should EVER have to go down in map tiers if I can complete the tier I'm at. Currency sink? More like trivial pointless time sink.

3) Test your own content. Respond more quickly to player requests. It's pathetic that most people skip particular maps and/or map bosses. This should be a quick sign that there's an inherent flaw with said map/boss, and it should probably be revised so that people are at least TRYING it.

4) Reduce the harshness of xp loss post 80 if you're NOT going to allow maps to be accessible to a players content and/or resolve desync.

5) The current crafting system sucks. Probably because its not a single player offline game, but some people I play with can tell you, it literally took me 721 jewelers to 6 socket a white harbinger bow. Developers add diminishing returns all the time, why not making diminishing returns on failure rate for things like 6 socketing and lesser fusings #'s (4 should be reasonably achievable, 5 a little less so, but possible). There is NO reason it should take me 721 jewelers to six SOCKET an item. It's simply not fun. Period.

6) Taken from something a D3 dev once said (yet also failed to make players feel), there's no such thing as too much power. ARPG's are meant to make you feel godly after X amount of time spent on character planning/development. Does that happen in this game? I'd say yes, but more "OP" builds is not a BAD thing. They're fun. They don't ruin other peoples experiences for the most part. I'd argue that they enhance peoples experience more than they ruin it.

TLDR: Kill desync, rework map drops/system (or create better end game), test your own content, crafting = a little too random... only a little though, not enough fun builds.

EDIT: Already gave all my gear (100+ exalts) to a friend. Enjoy the best 6L Oro's on domination! It was awesome partnered with Kaom's though still not as powerful as I'd have liked. Good luck to mah friends! See ya in another game. =)

EDIT 2: Personal opinion, but MF (or IIQ/IIR) is such a tired, old concept. It's really, really dumb. Players should be able to gear to the teeth for POWER, and their ability to kill/clear should be the largest contributing factor to how fast they garner wealth... not how many items with "dragon" and "excavation" they can get on them while still killing things.


Agree on all points!

Not quiting though, because it's still fun, but improving on those points would certainly elevate the fun in PoE by a big factor.
Hejren / Triceps / Regnbuen / Sarinti / Striglen / Mareridt / Spoegelset / Doktoren / Dobbelganger / Skjoldtrold / Forkynderen

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