Farewell post~ Great game!

"
nikals wrote:
tldr.


bye.


oh you
IGN: SplitEpimorphism
"
nikals wrote:
tldr.


bye.
Don't forget to drink your milk 👌
"
gorlace616 wrote:
End-game Map Balance:

While playing End-game Maps, you are now more likely to find higher level Maps.

This from patch 1.0.1

I have played since open beta and before patch map drops were good, after this patch they are horrible, low levels dropping and get a higher level maybe 1 in 5 maps done.
Seriously higher level maps. Its not that way and no one can respond on the issue for almost a month now? Not asking for miracles just a little communication is all, hey we will look into it, thanxs for bringing it to our attention is all.

And yes when map first came out it was 2 levels higher or lower, cant figure out why it changed. If a 66 can drop from a level 75 map, why cant a 75 drop from a lvl 66 crypt map?



Yes sir.

Map patch ruined huge map pools for maybe half of players in my friend list.

For me, well... My map pool of 40+ 78's and 50+ 77's went down the drain in 6-7 days that came after the map patch. And it's still going on, so it also ruined my wealth, as I had to buy loads of 77 maps in order to keep leveling efficiently.



I still have under 10 refunds (in these I include 77 maps) in my 78 lvl hosted maps, 78's really suck badly, two reasons:

1. Courtyard boss triggering bugged (always have life for the amount of players that played the map, even if 5 of 6 left the map and one went to kill the bosses)

- which lead to skipping bosses in most of the map runs

2. Palace, Palace might be reasonable if you roll mods like skeletons, undead, animals etc. because those bubble monsters slow the clearing speed by a lot, since most of the players that play high end maps are ranged.

- I've also played a lot of Palace maps, and the map drops literally suck in there.


TL; DR regarding map drops, check my suggestion:

http://www.pathofexile.com/forum/view-thread/698478
"
DalaiLama wrote:
RE: desync

quote="SamBaLam"
"

Wha game are you playing? It's gotten continuously worse..


Desync has definitely improved. What people seem to forget is when the game used to desync so badly it would crash. There is still work to do, but the sky is not falling.


Desync..imrpoved..like buffed? or nerfed? :D :)

just kidding..but..honestly..maybe I am just annoyed everytime i desync badly..but it seems that desync is as bad as always..if not worse..

"
Just make it to where whenever the last monster in a map is killed if no other map has dropped, a replacement map drops.

Oh yes please!
Main IGN: TopCat

IGN2: PrincessGuinevere
IGN3: Indiana_Jones
"
Psyborg wrote:
Well written, I agree with most everything even though Im sticking around. Good luck with other games!


Still in the alpha stage, but at least build diversity isn't an issue: https://wolcengame.com/home/
I agree op well written.

Desync is really hindering this game. There are only a few builds that can survive 76+ maps once u account for desync
I agree that somehow, along the same type the size mods were removed from maps, high level map drop rates actually seemed to DECREASE as opposed to the intended increase. Not sure what happened. Maybe devs assumed with all maps being large, the drop ratio could be decreased? Whatever they did, it completely decimated my groups map pool.
A game made BY HARDCOREPLAYERS for HARDCORE PLAYERS


- Go back to Diablo, the "end-game" is fine as it is.
Sure, the de-synk i chould agree on beeing abit hurtfull, but no. I wont.


I rarly if ever suffer from such a thing.

Playing both melee and pure casters, i am yet to see this as anything close to "a problem".


zzZzzzZzzZz
"
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.


if youre complaining about dying and losing 10% of your xp, then your build needs some tweaking or you need to stop going into 76+ maps thinking its faceroll time. if youre dying to lower content, then your build probably just sucks.

crafting is pretty sweet in this game and if youre basing the thought that "crafting sucks" because you used 700+ jewelers trying to 6s an item....then QQ
most crafters have been there, trying to socket, link, chrom an item only to get trolled for orbs in the 100's

but its a great mechanic otherwise the market would be flooded with orbs, so tough cookies.

chances are likely that this game just wasnt for you.

you didnt have to like it and you dont.

so bye
"The problem with scrubcore is that it is full of of scrubs"
- King Edward the Longshanks

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