The wall of real problems that prevent PoE from being a god-tier game

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RagnarokChu wrote:
Spoiler
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b15h09 wrote:
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RagnarokChu wrote:
Okay let me link you the D3 general chat which fixed this problem by constantly rewarding you, basically removed RNG in item dropping because they are related to your class and what skills you have on with lack of desync and unlimited end game content.

Ironically all of them are praising ladders coming out and changes to the game.

http://us.battle.net/d3/en/forum/3354739/


Oh wait the same same shit your complaining about.

Be more creative in fixing PoE into a god tier game please.


Why must people always be binary in their expectations>? There is a middle ground. PoE is a pretty rewarding game for the first 30 or so levels. As you increase levels, the mod pool grows, and finding gear that is appropriate for your level becomes rarer. If they simply cut drop rates in half, made base items level appropriate to the area your in, and made items roll mods within 30 levels of the ilvl, BAM, you have more rewarding loot. No, shavs don't rain from the sky. But you get a lot less garbage, and significantly up the chance of finding something usable in the content you're clearing.



There is no "middle ground" that doesn't have the >exact< same few complaints. I am showing you that the "wall of real problems" isn't the "real problems" with PoE. Otherwise you guys have to admit D3 is a "god tier game" and is vastly superior in PoE in everyway.


Uh, no. Character building is non-existant, and the whole 'smart drop' thing is stupid in my eyes. I like finding gear for alts. Seems it would be problematic to find gear for mercs, as well. The 'real problems' in PoE's itemization is exponential RNG growth as you level. It was also D3's problem on launch.
No. Calm down. Learn to enjoy losing.
Last edited by b15h09 on Apr 4, 2014, 9:32:31 AM
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Uh, no. Character building is non-existant, and the whole 'smart drop' thing is stupid in my eyes. I like finding gear for alts. Seems it would be problematic to find gear for mercs, as well. The 'real problems' in PoE's itemization is exponential RNG growth as you level. It was also D3's problem on launch.


The thread isn't about D3 being better then PoE, my post wasn't about that either. Your redirecting the point I was trying to make that even if you "fix" all of the problems listed in this the thread you have the exact same amount of complaints saying the game isn't rewarding enough, shit is too RNG, end game is boring/not rewarding enough/gated ect. All you did was listed what is different from PoE to D3.

If they made PoE with D3 level drop rates just because it's "fine for you" doesn't mean other people will be, will you be on the forums telling people it's fine?

Which is back to my original point, be more creative in "fixing" PoE into a god tier game.
Last edited by RagnarokChu on Apr 4, 2014, 9:36:12 AM
Double post, my bad.
Last edited by RagnarokChu on Apr 4, 2014, 9:34:32 AM
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RagnarokChu wrote:
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Uh, no. Character building is non-existant, and the whole 'smart drop' thing is stupid in my eyes. I like finding gear for alts. Seems it would be problematic to find gear for mercs, as well. The 'real problems' in PoE's itemization is exponential RNG growth as you level. It was also D3's problem on launch.


The thread isn't about D3 being better then PoE, my post wasn't about that either. Your redirecting the point I was trying to make that even if you "fix" all of the problems listed in this the thread you have the exact same amount of complaints saying the game isn't rewarding enough, shit is too RNG, end game is boring/not rewarding enough/gated ect. All you did was listed what is different from PoE to D3.

If they made PoE with D3 level drop rates just because it's "fine for you" doesn't mean other people will be, will you be on the forums telling people it's fine?

Which is back to my original point, be more creative in "fixing" PoE into a god tier game.


Honestly, I have no idea what D3 drop rates are like these days. I like ARPGs for character building mainly, which is what drew me to PoE in the first place. It's the whole "Let's pile on the RNG to get people to trade" that kills it. D3's was more sinister, due to the RMAH, but the concept is the same in both games. It's an intentional sacrifice of the individuals play experience for the health of a game economy. Which is great if you're into playing virtual economics, but I prefer playing games.
No. Calm down. Learn to enjoy losing.
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RagnarokChu wrote:
There is no "middle ground" that doesn't have the >exact< same few complaints. I am showing you that the "wall of real problems" isn't the "real problems" with PoE. Otherwise you guys have to admit D3 is a "god tier game" and is vastly superior in PoE in everyway.

People complain about PoE, people complain to death about the complete opposite D3. What makes you think the middle ground would't be "just as bad" as either side?

Which is why I am saying be more creative in fixing PoE in a god tier game, all you people have is shallow ideas that don't match the actual results. Other then desync everything else is extremely subjective.


What makes you think it would be?

Just because two extremes cause major complaints doesn't mean that everything in the middle automatically will as well. Just because dehydration and water intoxication are both exceedingly bad for one's health doesn't automatically mean that the middle ground is also bad for one's health.

To take Titanquest as an example, which is certainly lacking as a comparison because it's not online but nonetheless very much in the same genre and aiming for the same experience, I've never encountered any problems with drop-rates there nor seen any continuous complaints about drop-rates. No guaranteed drops every two hours but neither PoE's extreme scarcity. While simply copying TQ obviously wouldn't work I do believe it's rather silly to straight-up assume there's no workable middle-ground when there's offline games that have worked just fine and online games have thus far only tried the most extreme of options.
My vision for a better PoE: http://www.pathofexile.com/forum/view-thread/863780
Again what defines a "god-tier game"?

Is it your personal preference which decides it? Then why is your personal preference more valuable than the preference of other people?

Why is too much RNG based crafting worse than none RNG based crafting?
Why is RNG map drops worse than non RNG endgame levels?

These things are very subjective and you have to consider that, even if people agree with you, they are not by default right and this is the way to go.

You can hope that GGG goes into a direction which suites your taste more but more than hoping is not in the equation.

While technical issues are a no-brainer, design decisions are another issue on their own.
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KenshiD wrote:
Why is too much RNG based crafting worse than none RNG based crafting?


Heh, I must admit this made me laugh.

You do know what too means right?
My vision for a better PoE: http://www.pathofexile.com/forum/view-thread/863780
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KenshiD wrote:

Why is too much RNG based crafting worse than none RNG based crafting?
Why is RNG map drops worse than non RNG endgame levels?

These things are very subjective and you have to consider that, even if people agree with you, they are not by default right and this is the way to go.


A turd smells really bad. This is also subjective.

But it's clear that a huge majority doesn't like that gambling and the gated endgame content, and it has nothing to do with how hardcore someone is, it has to do with ones gambling tendencies.
In this kind of game, it's logical to gate the content behind difficulty, not luck or wealth (hence why this is the only game that has a gated content of this magnitude).
However, in casino games (and other gambling based games beside PoE), gambling and gated content suit them.
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KenshiD wrote:
Again what defines a "god-tier game"?

Is it your personal preference which decides it? Then why is your personal preference more valuable than the preference of other people?

Why is too much RNG based crafting worse than none RNG based crafting?
Why is RNG map drops worse than non RNG endgame levels?

These things are very subjective and you have to consider that, even if people agree with you, they are not by default right and this is the way to go.

You can hope that GGG goes into a direction which suites your taste more but more than hoping is not in the equation.

While technical issues are a no-brainer, design decisions are another issue on their own.


Honestly, strictly from a design perspective, RNG creates inconsistency in gameplay. Using it takes away much of the ability for the devs to craft a desirable and fun experience. Doesn't mean a player can't have one, but it will be a randomly generated one that another player wont necessarily have. It should be used with consideration as to the best and worst experience a player may have. RNG strikes me has a pretty horrible core principle to design a game around. Awesome if used with some logical targeting to flesh out certain areas of a design, though.
No. Calm down. Learn to enjoy losing.
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RagnarokChu wrote:
There is no "middle ground" that doesn't have the >exact< same few complaints.


'Golden middle' isn't just a phrase, it's an ideal to strive for.

Only a small percentage of people are adamant about extremes, most are willing to accept some shade of gray. If you hit the right shade you will lose only those that are unwilling to compromise even a bit.

Not to mention there probably aren't any people that actually like dropping trash so the 'other extreme' doesn't even exist, so you will find the perfect ratio and then move it a bit left. You don't want to starve your kids, just keep them from eating only candies until their teeth fall out.

Balance is the key.
Wish the armchair developers would go back to developing armchairs.

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