This game and noobtraps

So players shouldn't be able to make bad choices and learn from them? Players should only be able to make right choices?
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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SEXYSUPERSATAN wrote:
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Sinnesteuer wrote:
"Noobtraps" or "learning opportunities"?

My kids are "noobs", my wife and I let them make a lot of their own choices. Typically, when we are the ones presenting the choices, we will describe the pros and cons of each so that the kids can make an informed decision. Other times they make their choices with less information, when the consequences are negative then that is a "teachable moment" wherein we can discuss how some of the other options might have led to different results. When the result is positive then we can take pride that our kids are "growing up" and "being responsible".

Am I a bad parent for not dictating every choice my kids make? Am I bad for not forcing them to make what I know will be a better decision in the long run? Did you like it when your parents failed to give you even the illusion of choice?


What the fuck are you talking about, can you not make these shitty posts in my topics please and go to some place like /r/parenting?

Just to humour you, the bolded part in your post is something that is not necessary in something like the medicine chest reward. There doesn't have to be a 'teachable' moment there, just remove the fucking shitty options and be done with it. Do you serve your children 3 dishes of soup, one with poison ivy in it and then not properly inform them and go 'welp you took the wrong dish and now you're sick but for next time the way you can identify the poison ivy soup is by doing this and that and looking for so and so'? I don't think you do, you serve the correct soup.

I hope you read this post in its full glory before the forumstaffnazis censor this post and make it look like a pink unicorn typed it in lala-land while drinking from the chocolate waterfall underneath the double rainbow.


Right, so, not choosing the Quicksilver in A1 normal is going to totally gimp your character for time eternal and ruin your overall experience of the game?

You're right though, we should just not give players any options at all, just remove choice entirely. Either that or make sure that when you mouse over the "bad" options you hear a buzzer but you get a "ding ding" when you mouse over the "good choice" so that players can get a sense of reward. "I am so special for doing 'the right' thing!"

And yes, as a parent I always make sure to present my kids with nothing but black and white choices, NO GREY AREA HERE. Ambiguities are terribad, and should be destroyed at all costs.

I taught my kids what "hot" was by putting out a macanudo on their genitals while being sure to tell them "This is what 'hot' feels like." This is, apparently, the kind of person I must be for suggesting that the game even allow that players could make less than optimal choices. By your reasoning they need to remove the passive tree, skill gems, and items. At the very least they should remove all but the ones that you, and you alone, great authority on all that is good, deem to be worthy. God forbid someone screw up one of THOSE choices, they might have to reroll, or spend a Regret....


@Salinatedgroundsquirrel - Yeah, I have a knack at getting pissed off when I see a bunch of entitled twats constantly seeking to dumb down a marvelously complex game and expressing my displeasure with their inane calls for change. I also don't really care too much if the lot of these asshats think I am a douche, as I probably am to them.
there is a difference between having all the information and still making a dumb decision

and getting blind sided .



alot of things in this game could be solved by just taking a step back and looking at the larger picture.

while other things like dominus (assuming you never met him and did not have the fight spoiled by looking at reddit and the forums) could very easily have broken an otherwise working build.

and the game will give you almost no warning that your build is crap until dominus is bitch slapping you in the face.


thats the problem , the information is not there .


this is the same problem with act3 and especially act 3x. your build is steadily chugging along ... and then suddenly it doesn't work.



"
Sinnesteuer wrote:


Right, so, not choosing the Quicksilver in A1 normal is going to totally gimp your character for time eternal and ruin your overall experience of the game?

You're right though, we should just not give players any options at all, just remove choice entirely. Either that or make sure that when you mouse over the "bad" options you hear a buzzer but you get a "ding ding" when you mouse over the "good choice" so that players can get a sense of reward. "I am so special for doing 'the right' thing!"

And yes, as a parent I always make sure to present my kids with nothing but black and white choices, NO GREY AREA HERE. Ambiguities are terribad, and should be destroyed at all costs.

I taught my kids what "hot" was by putting out a macanudo on their genitals while being sure to tell them "This is what 'hot' feels like." This is, apparently, the kind of person I must be for suggesting that the game even allow that players could make less than optimal choices. By your reasoning they need to remove the passive tree, skill gems, and items. At the very least they should remove all but the ones that you, and you alone, great authority on all that is good, deem to be worthy. God forbid someone screw up one of THOSE choices, they might have to reroll, or spend a Regret....


@Salinatedgroundsquirrel - Yeah, I have a knack at getting pissed off when I see a bunch of entitled twats constantly seeking to dumb down a marvelously complex game and expressing my displeasure with their inane calls for change. I also don't really care too much if the lot of these asshats think I am a douche, as I probably am to them.


classic sinnesteuer
Last edited by Saltychipmunk#1430 on Jan 31, 2014, 4:01:38 PM
People need to stop associating what makes a game good with things like hand holding mechanics and making everything so obvious that the player is on auto pilot the entire time.
you are the ones who used the words "hand holding " because that is what you guys do,

you take us asking for a bit better pacing and interpret it to the extreme ...that we want ggg to hold our hands .


it is only funny when sinn does it because everyone expects him to do it , the entertainment stops when we get others doing the same tired song and dance.
Last edited by Saltychipmunk#1430 on Jan 31, 2014, 4:18:19 PM
"
Sinnesteuer wrote:
"
SEXYSUPERSATAN wrote:
"
Sinnesteuer wrote:
"Noobtraps" or "learning opportunities"?

My kids are "noobs", my wife and I let them make a lot of their own choices. Typically, when we are the ones presenting the choices, we will describe the pros and cons of each so that the kids can make an informed decision. Other times they make their choices with less information, when the consequences are negative then that is a "teachable moment" wherein we can discuss how some of the other options might have led to different results. When the result is positive then we can take pride that our kids are "growing up" and "being responsible".

Am I a bad parent for not dictating every choice my kids make? Am I bad for not forcing them to make what I know will be a better decision in the long run? Did you like it when your parents failed to give you even the illusion of choice?


What the fuck are you talking about, can you not make these shitty posts in my topics please and go to some place like /r/parenting?

Just to humour you, the bolded part in your post is something that is not necessary in something like the medicine chest reward. There doesn't have to be a 'teachable' moment there, just remove the fucking shitty options and be done with it. Do you serve your children 3 dishes of soup, one with poison ivy in it and then not properly inform them and go 'welp you took the wrong dish and now you're sick but for next time the way you can identify the poison ivy soup is by doing this and that and looking for so and so'? I don't think you do, you serve the correct soup.

I hope you read this post in its full glory before the forumstaffnazis censor this post and make it look like a pink unicorn typed it in lala-land while drinking from the chocolate waterfall underneath the double rainbow.


Right, so, not choosing the Quicksilver in A1 normal is going to totally gimp your character for time eternal and ruin your overall experience of the game?

You're right though, we should just not give players any options at all, just remove choice entirely. Either that or make sure that when you mouse over the "bad" options you hear a buzzer but you get a "ding ding" when you mouse over the "good choice" so that players can get a sense of reward. "I am so special for doing 'the right' thing!"

And yes, as a parent I always make sure to present my kids with nothing but black and white choices, NO GREY AREA HERE. Ambiguities are terribad, and should be destroyed at all costs.

I taught my kids what "hot" was by putting out a macanudo on their genitals while being sure to tell them "This is what 'hot' feels like." This is, apparently, the kind of person I must be for suggesting that the game even allow that players could make less than optimal choices. By your reasoning they need to remove the passive tree, skill gems, and items. At the very least they should remove all but the ones that you, and you alone, great authority on all that is good, deem to be worthy. God forbid someone screw up one of THOSE choices, they might have to reroll, or spend a Regret....


@Salinatedgroundsquirrel - Yeah, I have a knack at getting pissed off when I see a bunch of entitled twats constantly seeking to dumb down a marvelously complex game and expressing my displeasure with their inane calls for change. I also don't really care too much if the lot of these asshats think I am a douche, as I probably am to them.


I don't think you understand anything at all in this topic. Choice is fine but not if one of the choices will always in every single scenario be inferior to other available choices. Take the bandit quests in cruel and merciless... all of them are viable, I have taken every single different reward or the skill point in those difficulties. In normal this is not there: you are never supposed to take mana or resistances, even though it is different, it is strictly inferior. The same goes for the flasks from the medicine chest reward: even though they are different you are never supposed to pick anything other then the quicksilver flask.
Beyond league.
If there are no bad choices there exist no good choices.

I generally agree that if something is always bad, it should be buffed to have its own niche, but Path of Exile has lots of "learning experiences" that should stay. Like, for instance, players putting all their points in dps, or players trying to vendor every last item they find.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
"
anubite wrote:
If there are no bad choices there exist no good choices.

I generally agree that if something is always bad, it should be buffed to have its own niche, but Path of Exile has lots of "learning experiences" that should stay. Like, for instance, players putting all their points in dps, or players trying to vendor every last item they find.




This


Players shouldn't be forced or led into making decisions ever. The information is there, if they want to blindly do things then they'll learn the hard way. /edit As far as boss fights go, they're supposed to be difficult, the risk of dying should be there otherwise it's just another monster with better than normal loot.
Last edited by munkytos#6332 on Jan 31, 2014, 5:07:32 PM
"
munkytos wrote:
"
anubite wrote:
If there are no bad choices there exist no good choices.

I generally agree that if something is always bad, it should be buffed to have its own niche, but Path of Exile has lots of "learning experiences" that should stay. Like, for instance, players putting all their points in dps, or players trying to vendor every last item they find.




This


Players shouldn't be forced or led into making decisions ever. The information is there, if they want to blindly do things then they'll learn the hard way. /edit As far as boss fights go, they're supposed to be difficult, the risk of dying should be there otherwise it's just another monster with better than normal loot.


for a first time playtrough boss difficulty is in 'surprise, you die!'. that is something hardly possible to predict and in case of domino - WAY over usual power curve

this is no 'difficult' as in 'complex mechanic requiring skill and wit or even mild gear-check'. it is 'difficult' as in 'if you guess wrongly - you die'.

the same applies to various other mechanic/situations in this game - there is no info, so new player can only guess blindly. this is not a good design and few defending it would defend poe even if it deleted their HDD contents
"
sidtherat wrote:
for a first time playtrough boss difficulty is in 'surprise, you die!'. that is something hardly possible to predict and in case of domino - WAY over usual power curve

this is no 'difficult' as in 'complex mechanic requiring skill and wit or even mild gear-check'. it is 'difficult' as in 'if you guess wrongly - you die'.

the same applies to various other mechanic/situations in this game - there is no info, so new player can only guess blindly. this is not a good design and few defending it would defend poe even if it deleted their HDD contents




Most games have mechanics where you can get instagibbed. If you're fighting vaal and he raises his fist, you kind of expect something bad to happen if he lands that attack. Is it wrong to think that you should survive the attack? Not necessarily but after being 1 shot by it you realize that is not the case. There's a steeper than normal learning curve but people can either choose to learn or choose to fail. If someone would rather quit the game because they got 1 shot/die to something they didn't see coming instead of figure out what to do/not do then maybe this game isn't for them.

Again, this doesn't need to be turned into some carebear hand holding game where information about every minor detail is laid out all over the UI because god forbid someone kills them selves on reflect or dies to bleed, that would just be such a tragedy.

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