RoS sales is a sign that millions are still searching for a better arpg playing experience. .

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LSN wrote:
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mazul wrote:


A major point you miss to consider is that there are people who feel that there is an intrinsic value to acquiring something through crafting or looting. Which means, that at the point where crafting and/or looting are sufficiently good utility-wise in comparison with items you could trade for, people will find crafting and/or looting to be a viable progression path.


The thing is I don't miss anything. You in fact do.

Obtaining items from crafting and looting is possible now. Trading is cheaper this is what ppl complain about. Increasing orb drop rates would not change anything about that. Get this in your head god damn :D

In any way even selffound charackters do not benefit from more orb drops long term. Why? The result would just be that the item average quality of rolls would be set higher. What then? Crafting a 60% quality item with 5 orbs per week now is equal as difficult as crafting an 80% quality item with 10 orbs per week then. It would not make crafting more rewarding in the long term at all because players now have 60% items and want 70% ones and then would have 80% items and would want 85%+ ones. It would just make you have better items on average and still be stuck on unrewarding/luck based crafting. If you want an isolated single player experience go play something else like skyrim which has crafting e.g.

All you would do is making the game easier by people getting stuck on the 80% quality item levels instead of the 60% one that it is now. Crafting would not change at all. To maintain difficulty that GGG wants in their game they had to increase monster strength after all which would shift back the whole thing to the now state.

Please!!!! Get this in your brains, seriously.


It is not just that "trading is cheaper", it is that it is so much cheaper to reach similar utility, that most people don't find enough joy in "crafting/looting on their own" to even consider a non-trade progression path.

Wanting an upgrade from 60% to 70% is a far larger step utility wise than wanting to go from 80% to 85%.

And sure, you are right, if 80% became the new craft/self-loot standard, then GGG would have to rebalance content and that's fine.


The point is that it is very much possible to change crafting and allow trading simultaneously such that more people find the crafting/self-loot a reasonable progression path compared to what it is now.

Trading would of course be cheaper, but when making a decision the price is not the only thing that matters. It is compared to other relevant factors.
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Fruz wrote:

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tinko92 wrote:
Again, because of GGG's idea of atmosphere, players suffer.

Stop bringing desync everywhere and especially where it's not the point.
We all know those issues.

I was speaking with tmaciak about design choices here, not anything like desync/graphic performances.



So you're saying I'm wrong about that?
Tell me then, why does a huge majority of players prefer outdoor areas over indoor ones?
And yes, I say you're wrong and desync is the main reason why people prefer outdoor maps over indoor ones, so it is the point.

You see, this is a public forum, not personal messages, which means anyone can reply to your post, so yes, I do not care who were you speaking to.


EDIT:
And by the way, I'm not bringing desync everywhere, don't lie.
Last edited by tinko92#6447 on Apr 8, 2014, 10:12:21 AM
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Gobla wrote:
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majesw wrote:
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Gobla wrote:
My impression thus far really is that D3 is a superb implementation of a rather simple idea while PoE is a rather lacking implementation of a superb idea.


The only way you could think this is if you never played Diablo 2...
To those that did, Diablo 3 is a pretty game that removed most of the content we enjoyed in D2.


I indeed never played Diablo 2, don't see how that changes anything though.

D3 RoS is simple, none of the complexities or interactions you find in PoE seem to be present. It's a game about killing monsters and getting loot for that, simple. Yet it's implementation is superb, it's online as PoE but plays significantly smoother and even when spamming as many spell effects as I can manage there's no noticeable FPS drops. Playing on Expert right now puts me in the situation where white mobs actually put up a fight yet I'm never one-shotted by bosses. It's an excellent implementation of that simple concept.

PoE's concept is much more complex with a massive depth behind it as clearly evidenced by the skill tree, the gem system and sheer amount of character customisability. It's a brilliant system but ultimately it's just as obvious that the implementation is lacking. Desync is ever-present, not always to the degree that it kills you but if you pay attention it's noticeably there. FPS drops are common even with decent hardware far above PoE system requirements. Balance is all over the place to a point it's even possible you can completely faceroll 90% of an area and then get one-shot out of nowhere.

It seems obvious to me that technically speaking D3 is by far superior while conceptually speaking PoE is just as superior.

It's just a question as to what the future will bring. Will PoE's technical difficulties be fixed and the balance situation improved? Will D3 come with further expansions that add the depth that's currently lacking? Will there be another game coming out that does manage to provide a good technical implementation of a solid concept?


Never said you were wrong. Just said that for those of us who played D2 we will always compare D3 to that. Your points make sense and it's a valid way to look at it. But I'll always compare D3 and PoE to D2 rather than each other. It's hard for a D2 vet to get past that great game.
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KenshiD wrote:
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tmaciak wrote:
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Fruz wrote:
That's still better than choosing the best tileset and farming it all day imo.
you know that if you let players the choice, they'll pick the easiest/more convenient one, not what could look like fun because of the atmosphere most likely ( this is somewhat sad ... but that's the case ).


Heh, they thought of it in some way (I never was interested in WoW, but my IRL mate I rift with was avid WoW player long ago and says, that this is similar to WoW).

In adventure mode, you do bounties. There is 5 bounties per act, usually those are "normal content" small side quests. In most cases, you need to finish this quest, but also kill suitable number of monsters in this location. From 5 acts, every day 2 different are "promoted" it means that you receive few shards more for finishing bounties in that act. So after few days, you are virtually "forced" to pass though all content.

Seems strange at beginning, but in fact creates quite dynamic and varied gameplay.

It's even more varied in rifts, as every rift level can be from different tileset and when you click doors to next level, you never know, what tileset you will find in.


Well all I do is run cursed chests and shrines in D3 to level to 70 without problems on normal.

There is no reason for me to play on Hard or Expert. Since there are no diminishing returns.

I cannot farm Ledge normal till level 70 in PoE even though it is so convenient.
Heck even Ledge Merciless will slow down once you are level 60 to a point it makes more sense to play a higher leveled zone. Which ultimately leads to maps.

Since content scales with you in D3 you are never really forced to progress. There are no diminishing returns. So I can farm cursed chests and Shrines to max level all day and even beyond that.


Problem with your attitude is that you are simply just trying to min-max your progression rather than trying to min-max your fun.

If one were to adapt the same attitude in PoE, that would mean that you would spend a hell lot of time just flipping items to increase your wealth quickly.

Another approach is: "This content is too easy now, I'll go to the next difficulty mode". Why? Because having a mechanical challenge is fun.
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tinko92 wrote:
"
Fruz wrote:

"
tinko92 wrote:
Again, because of GGG's idea of atmosphere, players suffer.

Stop bringing desync everywhere and especially where it's not the point.
We all know those issues.

I was speaking with tmaciak about design choices here, not anything like desync/graphic performances.



So you're saying I'm wrong about that?
Tell me then, why does a huge majority of players prefer outdoor areas over indoor ones?
And yes, I say you're wrong and desync is the main reason why people prefer outdoor maps over indoor ones, so it is the point.

You see, this is a public forum, not personal messages, which means anyone can reply to your post, so yes, I do not care who were you speaking to.


EDIT:
And by the way, I'm not bringing desync everywhere, don't lie.

I was speaking about performances issues in general, it being from graphic optimization or netcode optimization.
Of course player prefer those areas ... but it's mostly because of desyncs.
I never said that this wasn't true, I said that it wasn't the point here, which is completely different.

And in races for example, Chamber of Sin is definitely one of the most efficient places to farm in a2, more than Fellshrine's ( I do use this area to level up, I've done it in invasion over fellshrine, I doubt that I'm the only one doing this btw ).
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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mazul wrote:


Problem with your attitude is that you are simply just trying to min-max your progression rather than trying to min-max your fun.

If one were to adapt the same attitude in PoE, that would mean that you would spend a hell lot of time just flipping items to increase your wealth quickly.

Another approach is: "This content is too easy now, I'll go to the next difficulty mode". Why? Because having a mechanical challenge is fun.


It's hard to make this argument because fun is different things to different people. Some people enjoy a challenge. Others enjoy facerolling content. Some people like to do one or the other depending on their mood.

I know many people who enjoy trading. I also know some who log on just to slay monsters. PoE at least has an option for each of those play styles.

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Fruz wrote:

I was speaking about performances issues in general, it being from graphic optimization or netcode optimization.
Of course player prefer those areas ... but it's mostly because of desyncs.
I never said that this wasn't true, I said that it wasn't the point here, which is completely different.

And in races for example, Chamber of Sin is definitely one of the most efficient places to farm in a2, more than Fellshrine's ( I do use this area to level up, I've done it in invasion over fellshrine, I doubt that I'm the only one doing this btw ).


"It's not a matter of being hardcore or not for this honestly.
In such a system, why would anyone bother changing area since anyone could farm twilight sand or the coast and that's it ? :s.
Atm in PoE, there are areas that fit more to one level than another one, that makes player move and change areas.
Of course the quantity of content makes it so that we have only 3 acts ( I don't mind it, but that's personal ), but there is that thing that you want to access harder areas by leveling.
This is less true coming to maps but still relevant, since mods makes content harder ( and they are needed to progress ).
Past lvl 85~90, there is no real fitting content anymore, GGG just let the possibility for players to keep grinding imho.
"

Not a single word regarding areas about graphics or coding.
And there was none before that post too. In fact, you both haven't mentioned those 2 things back then at all. Is this one of your episode once again?

You now confirm that players don't play indoor maps mostly because of desync, and that's not the point? How is that not the point? To what exactly is that different?
It was about changing areas, and the point was, why would anyone want to torture himself in indoor maps when he can have a much better experience in outdoor ones.
So please do tell me why doesn't the word "desync" belong in that subject?

Racers choose Chamber of Sins because it's higher level area than Fellshrine, it has skeletons and other easy monsters inside, there are no rock golems which is only a good thing.
But if Fellshrine was the same level as CoS, you can safely bet that 95%+ of players would do Fellshrine, because it's outdoor.
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tinko92 wrote:

Not a single word regarding areas about graphics or coding.
And there was none before that post too. In fact, you both haven't mentioned those 2 things back then at all. Is this one of your episode once again?

Indeed I didn't ..... precisely because it wasn't the point.
What's wrong with you ? Oo

People would farm the most convenient areas, the ledge pattern is easier, so is fellshrine's.
Would still peopel farm fellshrine if there was no desync ? Most-likely, yes, because it's easier for many range builds there to aim and just shoot.

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tinko92 wrote:
But if Fellshrine was the same level as CoS, you can safely bet that 95%+ of players would do Fellshrine, because it's outdoor.

Maybe ... maybe not.
For leapslammers, CoS is easier to farm for example.
For ranges, probably yes.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Apr 8, 2014, 10:33:47 AM
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Fruz wrote:

Indeed I didn't ..... precisely because it wasn't the point.
What's wrong with you ? Oo


Let me quote your lie:
"I was speaking about performances issues in general, it being from graphic optimization or netcode optimization."

So, desync isn't the point which I brought up as a main reason of area changing.
And graphical optimization + netcode isn't the point which you've said you were discussing about, but you didn't.

Since you have no idea what you've said earlier and you've lied (twice), I have to ask then, what is the point?


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Arrowneous wrote:
Blizzard must be doing something right by getting that many sales in such a short time to gross over $100 million.


They have a huge marketing budget and the company name 'Blizzard'.

That makes them sell many games.
Closed beta member since: March 19, 2012

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