I'm Unhappy I Put As Much Money As I Did In This Game

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jaxxxson wrote:
Now, this becomes an issue for two reasons, in Diablo II, you could kill certain bosses and they had a chance to drop great items, loot tables, this worked because if you had no trade value, you had something to farm to potentially get the item you're trying for anyway. And the other reason is that nothing good drops, ever. With no serious crafting or trade recipes, there's no guarantee to get something good, blocking progress.


You totally got it why poe feels so unrewarding.
If I needed e.g. a rainbow jewel in D2 I knew I had to farm Mephisto and I'll probably get one in - dunno - a couple of days or at least a weak.
There were several different areas with different droprates wich allowed you tp precisely farm stuff you needed - in PoE you cant do that since everything is random.

Another thing wich feels so unrewarding is that the game is centered around rares and not uniques. Besides a few uniques, most of them are just crap or so nieche with hard drawbacks that the demand is just insanely low => low prices, bad economy.
You also need the "core" stats (Life/ES,Resists) on gear, so that besides 1-2 uniques everybody is looking for the same Defense+Life+double/triple resist rare stuff...

And if you manage to find a rare/unique with good stats... well worthless again because it hasnt 5+ links wich are totally mandatory for 99% of all builds...

Doing e.g. mephisto runs in D2 I got a couple of set items and uniques every 2-5 minutes... in PoE... well you even need a lot more time min to get to the boss and waste 90% of your time at unrewarding white/blue/rare monsters. Even the boss mostly drops crap rares wich give you some alteration max.

The drop system is even worse than the system in D3 was/is: In D3 you just farmed for gold and went to AH, in PoE you farm for alterations/chaos recipe and go to poe xyz. But when you did find a good rare/unique in D3 you could use it at least... in Poe it is also worthless becasue of missing links...

Last edited by azraelb#0313 on Mar 11, 2014, 10:50:29 AM
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Veta321 wrote:
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Rhys wrote:
I'm not entirely clear on your exact point, but I'm guessing something like you feel pressured to trade, which you don't like? Well, you certainly can play and enjoy the game without trading, or with minimal trading, if you so choose. You'll need to temper your expectations accordingly, of course.

Hey Rhys, thanks for taking the time to answer. OP's abrasive tone aside, I have to agree with him. What made Diablo 2 so memorable was that trading wasn't necessary to reap the greatest (albeit not numerically perfect) items the game had to offer. Given time (not years but many months) you could get a top tier character without ever trading. This is decidedly not possible in Path of Exile. I recognize there's good reasons for that, after all increasing drop rates would severely impact the players that do trade. As an aside, the above encouraged PvP in Diablo 2 because the disparity between 'perfect' and 'good' was not so great.

In fairness what I'm about to suggest is already being tackled by GGG, but I would like to encourage it. Add item sinks to the game and turn up drop rates. Any impact to the economy will be offset by item sinks and players who don't trade (as well as those who do) will find their experience that much more rewarding. The Vaal Orb does just that and I applaud its addition into the game. The game can only improve with expansions to that mechanic.
Spoiler
For example, let us corrupt orbs which would corrupt items but give more controlled outcomes i.e. corrupt chromatics can roll white sockets or shuffle colors or worse black sockets. Even if the risk vs reward is significantly worse players will appreciate the superficial sense of control.
That's what it really comes down to for most players, they want a sense of control and they want to feel rewarded for their commitment. To that end I would very much like the item turnover in normal and cruel (that is the time between upgrades) hastened and the incentive to craft in normal and cruel reevaluated. Crafting is such a cool part of the game but most players can't handle the compunction that results from using orbs outside of the end game. Indeed addressing the latter might correct the former.

So, in summation: Keep adding item sinks, they let you turn up drop rates without hurting the economy and make playing the game more rewarding; Reevaluate currency orbs in normal and cruel, encourage their use in those levels and you will please a lot of players who are otherwise put off by the economic compunction that follows their early game use.


good suggestion but problem, would they even turn up drop rates? even if they did would you even know? rng loot can still dictate that in one run u cant even find a decent gear with health/resist while leveling, in another run rares rain all over the place
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azraelb wrote:
Another thing wich feels so unrewarding is that the game is centered around rares and not uniques.


I find the exact opposite to be true.

I've been playing since deep in open beta and slowly rares have been made more and more obsolete by overpowered uniques (see my story near the bottom of page 3)

This leads to boring itemization and being force-fed your builds.
Last edited by tikitaki#3010 on Mar 11, 2014, 10:53:28 AM
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azraelb wrote:
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jaxxxson wrote:
Now, this becomes an issue for two reasons, in Diablo II, you could kill certain bosses and they had a chance to drop great items, loot tables, this worked because if you had no trade value, you had something to farm to potentially get the item you're trying for anyway. And the other reason is that nothing good drops, ever. With no serious crafting or trade recipes, there's no guarantee to get something good, blocking progress.


You totally got it why poe feels so unrewarding.
If I needed e.g. a rainbow jewel in D2 I knew I had to farm Mephisto and I'll probably get one in - dunno - a couple of days or at least a weak.
There were several different areas with different droprates wich allowed you tp precisely farm stuff you needed - in PoE you cant do that since everything is random.

Another thing wich feels so unrewarding is that the game is centered around rares and not uniques. Besides a few uniques, most of them are just crap or so nieche with hard drawbacks that the demand is just insanely low => low prices, bad economy.
You also need the "core" stats (Life/ES,Resists) on gear, so that besides 1-2 uniques everybody is looking for the same Defense+Life+double/triple resist rare stuff...

And if you manage to find a rare/unique with good stats... well worthless again because it hasnt 5+ links wich are totally mandatory for 99% of all builds...

Doing e.g. mephisto runs in D2 I got a couple of set items and uniques every 2-5 minutes... in PoE... well you even need a lot more time min to get to the boss and waste 90% of your time at unrewarding white/blue/rare monsters. Even the boss mostly drops crap rares wich give you some alteration max.

The drop system is even worse than the system in D3 was/is: In D3 you just farmed for gold and went to AH, in PoE you farm for alterations/chaos recipe and go to poe xyz. But when you did find a good rare/unique in D3 you could use it at least... in Poe it is also worthless becasue of missing links...



Speaking of totally getting it, we share a mindset towards this. It's funny you compare the drop system to the old Diablo 3 drops, because I was trying not to use that comparison in my response to Rhys.

Another beautiful thing of Diablo II, is the crafting system. Might sound odd at first, but essentially that's what runewords are, you have a controlled item that gives you desired stats after obtaining the materials for it. I think the weapon vendor recipe was a huge step forward for Path of Exile, but it's no where near enough. I don't think crafting should be the end all way to get gear, but it should suffice to be able to survive the game.

I was quite upset with the Ambush mentality of "We want to kill the players", what it should have been is, "We want to challenge the players with the mechanics of the new bosses and make our content available for those who work towards it."

Thanks for posting, I agree with just about everything on your post.
Guide - How To Get Started in Path of Exile - https://www.pathofexile.com/forum/view-thread/1297390
My Feedback Analysis Thread - https://www.pathofexile.com/forum/view-thread/1270724
Last edited by Jaxxxson#4420 on Mar 11, 2014, 11:02:40 AM
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BisuProbe wrote:
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Veta321 wrote:
"
Rhys wrote:
I'm not entirely clear on your exact point, but I'm guessing something like you feel pressured to trade, which you don't like? Well, you certainly can play and enjoy the game without trading, or with minimal trading, if you so choose. You'll need to temper your expectations accordingly, of course.

Hey Rhys, thanks for taking the time to answer. OP's abrasive tone aside, I have to agree with him. What made Diablo 2 so memorable was that trading wasn't necessary to reap the greatest (albeit not numerically perfect) items the game had to offer. Given time (not years but many months) you could get a top tier character without ever trading. This is decidedly not possible in Path of Exile. I recognize there's good reasons for that, after all increasing drop rates would severely impact the players that do trade. As an aside, the above encouraged PvP in Diablo 2 because the disparity between 'perfect' and 'good' was not so great.

In fairness what I'm about to suggest is already being tackled by GGG, but I would like to encourage it. Add item sinks to the game and turn up drop rates. Any impact to the economy will be offset by item sinks and players who don't trade (as well as those who do) will find their experience that much more rewarding. The Vaal Orb does just that and I applaud its addition into the game. The game can only improve with expansions to that mechanic.
Spoiler
For example, let us corrupt orbs which would corrupt items but give more controlled outcomes i.e. corrupt chromatics can roll white sockets or shuffle colors or worse black sockets. Even if the risk vs reward is significantly worse players will appreciate the superficial sense of control.
That's what it really comes down to for most players, they want a sense of control and they want to feel rewarded for their commitment. To that end I would very much like the item turnover in normal and cruel (that is the time between upgrades) hastened and the incentive to craft in normal and cruel reevaluated. Crafting is such a cool part of the game but most players can't handle the compunction that results from using orbs outside of the end game. Indeed addressing the latter might correct the former.

So, in summation: Keep adding item sinks, they let you turn up drop rates without hurting the economy and make playing the game more rewarding; Reevaluate currency orbs in normal and cruel, encourage their use in those levels and you will please a lot of players who are otherwise put off by the economic compunction that follows their early game use.


good suggestion but problem, would they even turn up drop rates? even if they did would you even know? rng loot can still dictate that in one run u cant even find a decent gear with health/resist while leveling, in another run rares rain all over the place


I think a better way to combat that is have certain stats have a better chance of appearing on rares. For instance, you have 10 affixes you can roll on a chest piece (not sure if accurate) and let's say you have a 10% chance to get any of them statistically speaking, but let's bump up a useful one like life to a 30% chance of appearing. This would make it more likely for rares to be useful, it could roll low, but it takes a little less chance out of it.
Guide - How To Get Started in Path of Exile - https://www.pathofexile.com/forum/view-thread/1297390
My Feedback Analysis Thread - https://www.pathofexile.com/forum/view-thread/1270724
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tikitaki wrote:
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azraelb wrote:
Another thing wich feels so unrewarding is that the game is centered around rares and not uniques.


I find the exact opposite to be true.

I've been playing since deep in open beta and slowly rares have been made more and more obsolete by overpowered uniques (see my story near the bottom of page 3)

This leads to boring itemization and being force-fed your builds.


This is the one thing I didn't agree with, there are certain uniques, like the Voltrix Rift, which have no downsides, and trumps any other item. Rares have potential to be good, but certain uniques simply cannot be topped. They should have drawbacks and cool things they do, not just be high stat items.
Guide - How To Get Started in Path of Exile - https://www.pathofexile.com/forum/view-thread/1297390
My Feedback Analysis Thread - https://www.pathofexile.com/forum/view-thread/1270724
I'm pretty sure a runewords like system will appear in PoE sooner or later, it's just bound to happen.
And about the deterministic crafting, well, it already started a bit with the recipes for +skills/+physdmg, they will probably expand that but they have to be carefull, the +physdmg recipe already damaged the short races by making them less "random" and less exciting (dropping a 50% IPD 2h in mud flats in a short race used to be a big thing, not so much now).
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Dawmz wrote:
I'm pretty sure a runewords like system will appear in PoE sooner or later, it's just bound to happen.
And about the deterministic crafting, well, it already started a bit with the recipes for +skills/+physdmg, they will probably expand that but they have to be carefull, the +physdmg recipe already damaged the short races by making them less "random" and less exciting (dropping a 50% IPD 2h in mud flats in a short race used to be a big thing, not so much now).


You're also relying on luck rather than skill in that race through the old method. Moreso, now and then, you can just as randomly get a unique to conquer the race.
Guide - How To Get Started in Path of Exile - https://www.pathofexile.com/forum/view-thread/1297390
My Feedback Analysis Thread - https://www.pathofexile.com/forum/view-thread/1270724
Sure but it's also part of the fun. If you completely remove the luck aspect of races, especially the short ones, you remove a lot of fun. It's like, I don't know, when you do a pentakill on LoL or Dota 2, skill helps you to get there but luck contributes too and both work out to make a memorable instant.
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jaxxxson wrote:
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tikitaki wrote:
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azraelb wrote:
Another thing wich feels so unrewarding is that the game is centered around rares and not uniques.


I find the exact opposite to be true.

I've been playing since deep in open beta and slowly rares have been made more and more obsolete by overpowered uniques (see my story near the bottom of page 3)

This leads to boring itemization and being force-fed your builds.


This is the one thing I didn't agree with, there are certain uniques, like the Voltrix Rift, which have no downsides, and trumps any other item. Rares have potential to be good, but certain uniques simply cannot be topped. They should have drawbacks and cool things they do, not just be high stat items.


Voltaxic is not the best bow in game for damage.....

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