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

PPL denying the existance of desync are complete retarded.
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tinko92 wrote:


A turd smells really bad. This is also subjective.


It is.


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tinko92 wrote:

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.


So I guess you are not implying that objectivity is defined by a majority vote?
Hey there is a huge majority which doesn't like ARPGs in general, so does that also mean we shouldn't make ARPGs? What about the people who like the RNG part of the game, are they somehow irrelevant, is this mob rule where only the majority decides?

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tinko92 wrote:

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).


Why is it logical? Please explain.

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tinko92 wrote:

However, in casino games (and other gambling based games beside PoE), gambling and gated content suit them.


So your point is that PoE is a casino game, but somehow shouldn't be because you personally don't like casino games and you find it more logical that it should be something you like more?


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b15h09 wrote:


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.


Who decides what is desirable and fun?
GGG the developers think RNG is desirable and fun, you may disagree but apparently this is what they have chosen to do.
They might change that if they find that appealing to people who dislike the initial idea is more to their liking.

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b15h09 wrote:

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.


Randomly generated items appealed to me always a lot ever since Diablo2. I know as you said this is not what you enjoy apparently, but I do.
I loved grinding bosses endlessly to maybe find a really nice goody. That was my definition of fun and desirable.
Well of course character creation was also a huge part, but mostly I wanted to find cool items and later trade them.

So I might be in the minority of people who find that fun (if I take the fact that "a majority" dislikes RNG for granted) but what should be the ultimate goal of the game be?

Appealing to as many players as possible? Or appealing to a niche of players who enjoy this kind of "casino" gameplay mixed with RPG?
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KenshiD wrote:


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b15h09 wrote:

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.


Randomly generated items appealed to me always a lot ever since Diablo2. I know as you said this is not what you enjoy apparently, but I do.
I loved grinding bosses endlessly to maybe find a really nice goody. That was my definition of fun and desirable.
Well of course character creation was also a huge part, but mostly I wanted to find cool items and later trade them.

So I might be in the minority of people who find that fun (if I take the fact that "a majority" dislikes RNG for granted) but what should be the ultimate goal of the game be?

Appealing to as many players as possible? Or appealing to a niche of players who enjoy this kind of "casino" gameplay mixed with RPG?


That's not at all what I said. Diablo 2 phased out lower level affixes as the itemlevel increased. PoE does not. This is the difference between 'targeted' RNG, and the excessive RNG we find in PoE. D2 devs used RNG to create an interesting item pool, but kept the range of the affixes in play so that what you found was level appropriate. They crafted an experience that made you feel like you were progressing as you moved forward in content. Further, uber drops weren't 'end-game' gear, as they were wholly unnecessary to playing and progressing though D2. But, if you were persistent, farming those Uber drops did give players a goal to work towards.
No. Calm down. Learn to enjoy losing.
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KenshiD wrote:

It is.


No need for repeating what was said, I guess.

"

So I guess you are not implying that objectivity is defined by a majority vote?
Hey there is a huge majority which doesn't like ARPGs in general, so does that also mean we shouldn't make ARPGs? What about the people who like the RNG part of the game, are they somehow irrelevant, is this mob rule where only the majority decides?


I've never mentioned objectivity.
The bolded part is a bullshit, I'm not even going to comment it further than that.

It's not "RNG part of the game", it's the "RNG game". It's a world difference. Almost all players, if not all, like RNG parts in these kind of games, the loot hunting, etc. But almost all of them don't like when it's taken into extremities, such as here in PoE. The only ones who do enjoy it, are either gambling addicts or people with severe gambling tendencies.

Can you tell me why is PoE the only game outside of casino games (and other gambling games beside PoE) that has a RNG based leveling process.
You can see that I'm focused on the gated content, because it's a bigger deal than crafting, at least from where I see it.
Much more people left because of the gated system than because they couldn't craft something, speaking from my experience, but it can also be seen here on the forum.

"

Why is it logical? Please explain.


You can figure that out from things I'm saying.
These kind of games are mainly about monster killing and progressing. And when the game gates that behind RNG, there is something wrong, very wrong.

There is a reason why PoE is the only game of this kind with a gated content of this magnitude.

It only serves as a gameplay prolongation, based on luck instead of difficulty. It can be done the other way, lets not delude ourselves.
GGG says they are making a game they would like to play, it makes them either gambling addicts or people with severe gambling tendencies.

And that's a fucking shame.

"
So your point is that PoE is a casino game, but somehow shouldn't be because you personally don't like casino games and you find it more logical that it should be something you like more?


No, that is not my point. Where did you get that? Casino game is a game which consists of things that are going on in real casino's.

Yeah, it's because I don't like it.
You're either playing dumb or you're blind.
And your last question lies answered above.

This is not about me, I've never said that, you did, and you can just stop with that.
Last edited by tinko92 on Apr 4, 2014, 12:53:47 PM
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tinko92 wrote:
XXX


Okay the let me ask you. What is it you trying to achieve?

Do you want GGG to remove part of the RNG?
What are you alternatives which will not shorten the game? because face it, they want the game to go on as long as they can.

The major flaw I see in D3 now is that it will become stale after a while if it becomes to easy to access everything there is.
(Which is why I play HC since then I still can die and have do start from scratch).

I mean I see you complain about gated content the entire time, you obviously don't like it, but do you actually care if it was removed?

Okay let's take maps.
They drop randomly, but you dislike that.

Please (and I am serious) give me your idea how to make it so that it would suite your needs, and then make it so it would suite your needs but would also make the rest of the people happy.

That is basically the challenge anyone has who wants to change the game system. Taking into account what will work not only for them but for the entire game.

(which is why I don't think self found league will be all that great since it only cares about the selfish needs of those who don't want to trade and live with a game that has a build in economy)
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b15h09 wrote:


That's not at all what I said. Diablo 2 phased out lower level affixes as the itemlevel increased. PoE does not. This is the difference between 'targeted' RNG, and the excessive RNG we find in PoE. D2 devs used RNG to create an interesting item pool, but kept the range of the affixes in play so that what you found was level appropriate. They crafted an experience that made you feel like you were progressing as you moved forward in content. Further, uber drops weren't 'end-game' gear, as they were wholly unnecessary to playing and progressing though D2. But, if you were persistent, farming those Uber drops did give players a goal to work towards.


Excellent observation! This is the core of the problem with rare items in PoE! The problem is the small rare affix pool that offers no utility or late game capabilities. It's just stacking 6 or so multipliers. Rare items are garbage right now. I feel the only currency that does something notable is the Vaal orb, the only currency i felt any reward when it dropped. I never got the love affair of devs with the rare item. If you took out all rare items in D2, no one would give a hoot because they play almost no role.
There is the dual leech ring that almost every melee char gets in D2, but that is because leech is the only utility affix that rare items can get. Utility meaning that you can do something that you couldn't do without the affix.

Rares in D2 are like the fake rolex (in a fitting piss colored yellow), the gunk under my shoe soles, placeholders until i get a real item. The idea of balancing unique items around rare items only works if rares could carry their own weight, offer utility, get stuff done in their own way. But nope, stacking life and resistances it is atm. Only linear upgrades here. Enemies get double life? Well, gotta get double life as well. Gameplay doesn't change by doing that. That's a missed opportunity.
In D2 the gameplay changes as you go through the difficulties, because some mechanics and affixes drop out, and others rise to power. Leech isn't very good in normal, but gets better as you go up.
Absolute regen is very nice early on, but drops off completely as the game goes on.
You were going through a transition playing that game.
The devs knew that and designed items around that, so they could reward you twice, making more use of the limited item slots.

Before D3 was released, i was kinda bummed that i couldn't play it because my PC was too weak. One day before release they had put up all the unique items on arreat summit, their data site. I checked em out to see all the cool artwork and the cool item designs they had come up with. You know, the awesome loot everyone was going to grind. When i saw them, my feelings were instantly replaced by pure schadenfreude. I knew that everyone who got that game was getting punked. We had mechanics streched beyond their limits (3564 life on hit, 897 Strength and nonsense like that) and the items looked like they came straight out of an RNG. They were pretty much messed up rares with way too much linear scaling, all due to a tiny affix pool.

I bring that up because both D3 and PoE have the idea that you can reward players by vomiting up large amounts of rare items. Rare item affixes need a rework in order to be rewarding.
I'm thinking of a multi-tiered affix system. I might do a topic on my own on that, but i felt your post was too good to be ignored.


"
KenshiD wrote:
Spoiler

Okay the let me ask you. What is it you trying to achieve?

Do you want GGG to remove part of the RNG?
What are you alternatives which will not shorten the game? because face it, they want the game to go on as long as they can.

The major flaw I see in D3 now is that it will become stale after a while if it becomes to easy to access everything there is.
(Which is why I play HC since then I still can die and have do start from scratch).

I mean I see you complain about gated content the entire time, you obviously don't like it, but do you actually care if it was removed?

Okay let's take maps.
They drop randomly, but you dislike that.

Please (and I am serious) give me your idea how to make it so that it would suite your needs, and then make it so it would suite your needs but would also make the rest of the people happy.

That is basically the challenge anyone has who wants to change the game system. Taking into account what will work not only for them but for the entire game.

(which is why I don't think self found league will be all that great since it only cares about the selfish needs of those who don't want to trade and live with a game that has a build in economy)


I'm bringing up other sides of the story, discussing the game on a forum, I'd say that's working as intended.

I've already said, gate the content behind difficulty, not RNG.
I also want a long life for the game.

It is easy to access to content in D3, however, can you handle it?
No? -> go to the lower difficulty.
Yes? -> stay and kill monsters you are capable of.
However, in PoE, it's this situation: can you handle it?
No? -> don't bother trying to get up with your map pool.
Yes? -> see if you're lucky enough to participate in the harder content, if not, you can buy your way in or go to the lower map tiers.

Again you with that I don't like it, almost nobody likes it, that's the situation, for a reason.
I actually do care, because that would be 1 out of 2 steps that would bring me back. If I don't care I wouldn't post about it at all, as nobody does, except the obvious trolls and dickbags.

Maps provide a forced variety, and players in the very end of the endgame play 2 or 4 maps constantly, no variety in that, and the endgame variety should be to break the monotony as much as possible to the players who invest a lot of time, logically.

What I would like to see, what I've already said, a content gated behind difficulty.
Rough example:
- maps are available from vendor for free, any level (66-78) and any area, meaning? You can play a 68 lvl Gorge, or a 77 lvl Underground River.
- you still roll maps the way you do now, currency sink is still here, at least other than the market value of maps
- experience gained is severely reduced and based on maps IIQ, example: 100% IIQ map gives 33% of the experience of a same level map with this system, maybe even lower, 25%, 20%. That would promote a real variety and a content gated behind difficulty, however, it would hurt the economy part of PoE, and that's again, a fucking shame that these kind of bullshit stuff prevent PoE of being a lot better game (overall, I'm sure that gambling addicts don't like this)
- unique maps still drops as they do now

Sure you can say "but everyone will do 78 Gorge's all the time", why the hell not? It's not our fault that it's the best tileset mainly because it's on open area and the desync is much easier then in Catacombs.
Why punish a player because of game's problems?
Or add some additional IIQ on indoor maps, something can be done to balance things out, if only someone would put a thought to it.
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tinko92 wrote:
- experience gained is severely reduced and based on maps IIQ, example: 100% IIQ map gives 33% of the experience of a same level map with this system, maybe even lower, 25%, 20%. That would promote a real variety and a content gated behind difficulty, however, it would hurt the economy part of PoE, and that's again, a fucking shame that these kind of bullshit stuff prevent PoE of being a lot better game (overall, I'm sure that gambling addicts don't like this)

So you run a rip map for 1/3rd of the xp that you get out of running a current map white?

Are you trying to make it even more masochistic for the people trying to level?
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UnderOmerta wrote:

So you run a rip map for 1/3rd of the xp that you get out of running a current map white?

Are you trying to make it even more masochistic for the people trying to level?


100% can be a vanilla map as a 40% can be a RIP one.

But that would promote playing against hard content, that would actually make the game "hardcore".
And yes, because you wouldn't be forced to play weaker content because you weren't lucky enough.
It would prevent "buying" top levels as they are being bought now.
It would put a stop to things like: log-in, want to play high lvl maps, none of them in your stash, check public parties, none of them being run at the moment.

People constantly claim that D3 is a faceroll game, guess what? PoE is even more of a faceroll.

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iamstryker wrote:
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SkyCore wrote:


2) crafting is fine


lol


lol indeed. Plainly put, crafting is busted in this otherwise decent game.

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