RNG is good.

 RNG in and of itself really isn't the problem. We all know and expect an arpg to have random elements to provide variety and uncertaincy. Knowing that everything is 100% fixed means a one and done for PoE. Taking RNG to the extreme that GGG has to over compensate for game features that haven't been implemented yet in the name of "hardcore" is a problem and hopefully GGG can code their way out of the hole they are in right now. Maybe the official trading public stash system will ease the difficulty and overly time consuming process of trading. Only when we have it to use will we know.

 As far as your comment that build diversity is a problem in that everyone is seeking the best builds and that precludes build experimentation, I see that PoE of all arpgs that I've played provides the best build diversity of any arpg (certainly much better than D3). What you are observing about viable builds has more to do with longevity of PoE and the new acts and zones that are added. In a previous post I noted:

"
Arrowneous wrote:
I've raised the point in other threads that as GGG adds new zones and once a year new acts that they are always making this new content harder. That philosophy, in and of itself is ok on the surface, as the super hardcore players absorb and master all PoE content and come back to GGG asking for more. But over time as more zones and acts are added, the content difficulty bar is being raised each time. So the difficulty bar, for the sake of this discussion, was at 1 in CB PoE. This meant that X number of builds were viable (say 1 million for example). Ok, over time as GGG adds new content the content difficulty bar goes up. With PoE 1.0 came act 3.5 content with the harder Gardens, Hedge Maze, Library, and Sceptre of God. So now the bar is at say level 2 difficulty. Now we have many builds that are above 1 but below 2 viability and thus are discarded and there are fewer viable builds left. Then we get Invasion league and the bar goes up to 3 or 4 and more builds are not workable and must be discarded. With each and every patch that includes new zones and new leagues the content difficulty bar goes up and the total number of viable builds goes down. This is a death spiral for build diversity.

 So your view that everyone is gravitating to only a few viable builds centered around a few high end gear while probably true fails to take my observations on content difficulty into account. The content difficulty is what drives the type of build we make and anything that fails to work is discarded (no surprise) so build diversity is always going down as zone difficulty goes up. GGG will need to buff up the gear and gems that lead to more diversity of builds as they spiral up the difficulty.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
I'm going to break my 'no-more-posting-on-the-forums" to just state that this post from you is unusually bad. What do you think happens with build diversity when GGG introduces new content that can successfully be tackled by only a handful of builds? Which patch after patch, GGG has been doing and reducing the number of builds you can get to end game.

Yes, RNG is good, when it is tuned in such a manner that the game feels rewarding, but still challenging. That players get something from investing their time in this game, but to still make them want to invest more time into it.

Diversity is good, but the game needs to actually allow it. Hack'n'slash are all about unique items. Uber rares are great, but people are in it for uniques. Diversity in these kind of games is usually given through these uniques (mostly the ones with flavor).

PoE drop rates are abysmal. There's ton and ton of feedback about the game being unrewarding and yet there is no mention of it in the latest dev manifesto.

The players are not looking for 6L shavs and 6L voltaxics. People are looking for stuff like mjolrnirs which define the builds. People are looking to have fun.

I've been playing DS2 extensively and from design point of view, challenging yet rewarding gameplay and just feeling I'm doing something FUN in my spare time, DS2 is here and POE is down over.........................................................here.

Login out again. Should probably stop reading these forums.




„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.
Last edited by Odoakar#1827 on May 11, 2014, 2:35:29 PM
you really need to define "difficulty", Arrowneous.

see, the over-the-top RNG of RNG over RNG would actually be somewhat tolerable, without the gear-check design you and many others mistake for "difficulty".

the unholy RNG-gear-check combo is the real "icing on the cake".
and among it's other "good" traits, it's a super-effective catalyst for both trade and RMT.

so what is the proper design? look no further than a boss like Vaal Oversoul, or a monster like the Soulless Watcher.
theoretically, those can be beaten with virtually every build and every gear. "better" build and especially gear will obviously make the encounter much easier - because you can take more hits, and dish out more damage - but you can also do the whole fight without ever getting hit by any of the stronger attacks.
a skill-based challenge. testing the player, rather than his/her virtual or physical wallet.
the "strong" still have something to watch out for (ex: Vaal Smash), while the "weak" are not completely and utterly screwed just because the gear isn't godly and the build isn't min/maxed to the max.

and then there's the rest of 'em:
spam the whole damn screen. spam the same damn attack at ridiculous pace. hit insanely hard with the most basic attack (and often the only one).
you WILL get hit, and when you do - and you don't have the gear - you're dead meat.
worse: if you do have the gear, most of them will suddenly become just pitiful.
I know, because I've experienced both ends of this BS design.

but you want to get the gear because of that, and because well that's what you usually do in an aRPG - but you can't, because there's our old friend RNG with an evil grin on it's randomized face, saying no matter what you do as a player - he's the one calling the shots.
your soul is his, and your gear too. his all-mighty dice determine if you pass the next gear check or not, and you really have no say about it.

so you say "fuck this" and go trade or RMT for your stuff, so you can actually feel powerful and pass the gear-check upon gear-check upon progression luck-check, and/or get the gear you'll never get for your half-baked build.
either that, or just ask your friends for gear you'll never get on your own - much less as a function of your own skill - like I shamefully admit I did.

it's closer to the "pay 10$ for this sword, or you'll never defeat (or even get to fight) this monster, or access this content" P2W Korean MMOs, than to a proper aRPG I know and love.
fuck, D3 is more aRPG than PoE in it's current state.
and you know, after playing this game for well over a year, I say this design is just sickening.
sickening, because it's so deliberate it's almost like GGG split profits with the RMT sites.
dear god I hope that last sentence is false.
yes hope, because for some unexplained (probably masochistic) reason, I still care for this game and respect GGG. otherwise, I'd just quit and say "fuck you!" like I did in greedy ActiBlizzard's case.

I never saw such a mix of damn near brilliant good, and god-awful bad all packed into one single game.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on May 11, 2014, 3:24:56 PM
"
Boem wrote:
Still no answer scrotie?

Purposefully ignoring my post's or what's up? Given that you responded to others but not to my question.
*sigh* If you insist...
"
Boem wrote:
A 6-link is not endgame.

Running around in a top-tier mods 6-link is end-game. The two can easily be gated behind different levels. They could even buff hp of monsters to allow this change if necessary.
By this definition, vast numbers of players are running around dominating end-game content despite somehow never having entered the end-game. It also raises the philosophical question: since a Kaom's Heart is not a 6L, does a Kaom's build with BiS items manage to never reach the endgame? Such a definition insanely stupid, and obviously so. End-game isn't about achieving some form of gear near-perfection, it's about achieving some form of viability over the enemies which constitute the content. The proper term for what you're describing is "completing a build," and the way you rationalize this to be equivalent to reaching the end-game indicates that you are steeped in gear envy.
"
Crackmonster wrote:
More than anything, it is lack of simplicity, transparency and accessibility that limits exploration of builds and the building of community knowledge.
This is like saying a city park is more explorable than a forest in the wilderness. The city park is simpler, more transparent, more accessible; this, without a doubt, makes it easier to know. However, knowing and exploring are different concepts. You say "this game is about farm 100-200+ hours of the same, non-endgame content, then try your luck at linking something or maybe buy some item. It's simply not particularly satisfying." How is it that you believe simpler would make it particularly satisfying? It wouldn't.

In terms of the three concepts you've mentioned, I believe the best design is to tier them smoothly towards an eventual end of high complexity, low accessibility, low transparency. I can definitely agree that the game should begin with low complexity, high accessibility, and high transparency to pull new players in and give them an opportunity to familiarize themselves with the mechanics — this is something which GGG realizes is a problem and addresses in the manifesto. However, by the time they reach endgame, things should no longer be a walk in the park, but instead a challenging survival mission in the wilderness. It's all about incremental challenge.
"
RogueMage wrote:
"
ScrotieMcB wrote:
Spoiler
As an exercise for the reader, take the standard deviation of the results of this chart from the Dungeons and Dragons Dungeon Master's Guide (3.5). d% means "roll a 100-sided die."
chart
The funny thing is, although many of you will find this task ridiculously impossible, some people still manage to do it.
Your example is bogus, as the results do not fall in a normal distribution that has a calculable standard deviation.
It's not bogus, because that's how items drop, how maps roll, and how monsters get the affixes they get.

I mean, I get it, you're trying to narrow the focus the thread down to RNG as it applies to orbs. Sorry, but the topic is RNG, not gamblecrafting, even if they are admittedly related topics. Thus, I addressed the component of your reply in regards to drops, monsters, and areas as well.
"
RogueMage wrote:
It is in crafting where players want to see a more normal distribution of results, with reasonable standard deviations that do not vary in such an unrestrained manner.
My contention is, regardless of whether they want to see a more regular distribution of results on a per-output basis (per 6L), a per-input basis (equal chance per Fusing) system is actually more enjoyable. This is based on the core conviction that, regardless of what people say about RNG, RNG is good. Those who desire a system where a particular Fusing has a better chance than another should be careful what they wish for.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
"
CharanJaydemyr wrote:
"
mazul wrote:
"
CharanJaydemyr wrote:
RNG is more than good. It's the absolute cornerstone of every ARPG, ever. Arguably, every RPG ever. And beyond that, any game that involves dice or card drawing.


Dark Souls 2 disagrees.


Yet to play, but both Demons Souls and Dark souls relied on RNG in several key ways, not the least being the chance to drop gear and components. If DS2 has gotten rid of that, cool. Has it also gotten rid of damage variances? Because I am sure you know those are based on RNG too.

:)


Relying and using RNG are two different aspects :). For magic in Dark Souls 2, there is no RNG damage variance roll in Dark Souls 2 last I tested it; i.e. using same spell with same stats vs same enemy yields the same damage.
This message was delivered by GGG defence force.
Last edited by mazul#2568 on May 11, 2014, 3:23:44 PM
"
ScrotieMcB wrote:
My contention is, regardless of whether they want to see a more regular distribution of results on a per-output basis (per 6L), a per-input basis (equal chance per Fusing) system is actually more enjoyable. This is based on the core conviction that, regardless of what people say about RNG, RNG is good.

LOL, back to the single-minded rallying cry. Nice street corner you got here.
"
ScrotieMcB wrote:

*sigh* If you insist...
[/spoiler]

Yes i insist.

"
Boem wrote:

A 6-link is not endgame.

Running around in a top-tier mods 6-link is end-game. The two can easily be gated behind different levels. They could even buff hp of monsters to allow this change if necessary.

"
ScrotieMcB wrote:
By this definition, vast numbers of players are running around dominating end-game content despite somehow never having entered the end-game. It also raises the philosophical question: since a Kaom's Heart is not a 6L, does a Kaom's build with BiS items manage to never reach the endgame? Such a definition insanely stupid, and obviously so. End-game isn't about achieving some form of gear near-perfection, it's about achieving some form of viability over the enemies which constitute the content. The proper term for what you're describing is "completing a build," and the way you rationalize this to be equivalent to reaching the end-game indicates that you are steeped in gear envy.


So still not answering my question, i get it. Instead, your answer lie's in focusing on my definition and trying to ridicule my personal stance.

"ok", got it.

Next time just say you don't want to answer my question or can't. I am fine with that.

(and yes i define the end-game by gear top-tier progression because all the other parts can be easily rearranged to suit a different situation. And by your definition the game ends at lvl 80, when one can finish palace map. To bad the community has a difference stance on that. But hiy keep thinking that i am "steeped in gear envy" it sounds nice. To bad i am not that easily impressed by fancy word play. Not to mention i don't give a fuck about gear at all since i make due with what i find 95% of the time)

Gl and hf sir, you can't even answer a most basic question and instead result in insulting my personal stance instead of describing your opinion on the mater.
Freedom is not worth having if it does not include the freedom to make mistakes
"
Boem wrote:
So still not answering my question, i get it.
Pretty sure I've responded, either directly or indirectly, to every little relevant thing you've said; can't imagine what I could have possibly missed. Completely serious.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on May 11, 2014, 4:14:23 PM
"
ScrotieMcB wrote:
Ladies and gentlemen,

We're not here to indulge in reality but in hack-and-slash fantasy. ARPGs have become a second-rate genre. Its player retention and community management problems are at nightmare proportions. Now, in the days of Diablo 2 when ARPGs were a top gaming genre, there was a concept of build diversity. The Breath of the Dying Necromancers, the Widowmaker Sorcereress, the builds which built this great feeling of wonder, were made possible due to a community commitment to variety. Today, players have no stake in variety! All together, those of you complaining on the forums consider maybe three builds to be viable. And where do those of you with considerable in-game wealth invest it? Not in rogue builds, or at least not enough. You could benefit from diverse play. That's right, you, the Path of Exile player. And you are all being royally screwed over by these, these copycat wannabes, with their build envy, their 5L and 6L formulas, their droprate buffs and self-found leagues.
"
He took the name of SFL in vain! Burn the heretic!
Fellow players, QQers, these forums have 33 different suggestions for making it easier to acquire the same gear as HvC. Now, I have spent the last two months analyzing why you feel the need to build just like this guy, and I still can't figure it out. One thing I do know is that a lot of you feel stuck grinding for hours and hours, and I'll bet that half of the reason for that is that you're all trying to trade for the exact same gear. The new law of ARPG economies seems to be to crush diversity rather than foster it. Well, in my book you either have have a lot of possibilities, or you don't have enough of them. In the last seven builds that I've been involved with, I have handcrafted each of them without relying on any guide or streamer, have gotten to 87 with one of them, and enjoyed myself thoroughly. Thank you. Variety is not a destroyer of viability. It is a liberator of fun!

The point is, ladies and gentleman, that RNG, for lack of a better word, is good. RNG is right, RNG works. RNG clarifies, cuts through, and captures the essence of a broad spectrum of diverse possibilities. RNG, in all of its forms; RNG for gear, for "crafting," for monsters, for area generation has marked the upward surge of ARPG entertainment. And RNG, you mark my words, will not only save Path of Exile, but that other malfunctioning entity called ARPGs. Thank you very much.
Spoiler
Side note: fuck Money Never Sleeps.
One more thing, which I couldn't fit into the Gordon Gekko speech pattern: everyone is pissed off at the coin flip right now. All you see is the choice between the one thing you want and the absence of it, the economy becomes a boring hierarchy of essentially the same affixes spiraling up with slightly better numbers, and your supposed solution to that problem is to put heads on both sides of the coin so it can no longer flip incorrectly. The answer isn't to limit the options in a binary pass/fail situation, but to increase the options so there are multiple different ways to pass. More viable builds, using a wider variety of different itemizations... and, as a result, less of a chance of getting any particular item you need, while a better chance of still getting a great item which someone needs. Free your mind from a monotone ladder of gear progression and embrace a plan for increased diversity... if Path of Exile has a problem, it's not too much RNG, but not enough meaningful RNG, meaning: a systematic conformity to a singular pattern of gear and Map evaluation.


Making build and RNG isnt same. Those top players have crazy items, I dont think on rares, they have uniques. Shav, Soul T, Kaom's H ... So those items r expensive because they have purpose and its not science to make build with them. So making build isnt RNG.

Most of top players r top from start of league. Playing 15+ h/d. I would like to see GGG make statistics for unique drops at end of season. Number of items and when they dropped. Then u will see most of them dropped at start of league and top 50 players, or more, got their godly drops in 1st month. I got 60% of my gear in 1st month. So that is RNG.

RNG isnt bad in POE, but game mechanic is old and bad. That affects RNG so ppl say RNG is bad. U r talking about builds and builds r limited because of items and items r limited because game mechanic (low uniques in high maps for ppl lvl 90+ ... and a lot of other things).
"
ScrotieMcB wrote:
Pretty sure I've responded, either directly or indirectly, to every little relevant thing you've said; can't imagine what I could have possibly missed. Completely serious.


Quote from that other thread.

"
Boem wrote:
So i will ask you, straight up.

What is your reason for disapproving of a 6-link recipe with a "insert random number cost approved by GGG"?


Or is "because i like RNG" your answer? I could live with that, however shallow it would be.

answer question before opening, thanks.
On a side note :

"
End-game isn't about achieving some form of gear near-perfection, it's about achieving some form of viability over the enemies which constitute the content


this sentence constitutes your opinion, and correct me if i am wrong, but that's not an "absolute" truth. Just like my opinion was not.
(unlike you sir, i will not ridicule it, rather say i disagree. And the reason i disagree is because terrible theory-crafts become viable when endowed with top-tier items. As in, suddenly they can beat content because of the raw buffs granted by items. And not because of a 6-link all of a sudden.)

You have a tendency to enforce your own opinion, i dislike it greatly.

You also seem to think RNG cannot live side-by-side with recipe's that enable fun for people who do not enjoy gambling, but prefer a steady growth of there character since they are more into the "theory-build" of the game instead of the ladder/races/endgame maps and as such enjoy working for there item and being rewarded with the sense they themselves "created" that item to benefit there character.
(not simply buying somebody elses luck roll, if that makes sense, it is an emotional feeling that gives pleasure when you can create what you worked hard for over the alternative, having to buy somebody else's luck)

And then of course i refer to a 6-link recipe and NOT top tier crafting. Since i do see a distinction between the two and how they effect the long term of this game.

Because like i mentioned, raw top tier stats have a different effect on a character then a
6-link.

One enhances the "fun" factor for a player in the form of experimentation enabling more "wow" factor.

The other simply makes his character "X lvl viable" when combined with his passive tree.(and in some rare cases even a good passive tree is not needed because of the raw stats)

This is yet another wrongly used term i suppose, "endgame". I am not english so this could certainly be the case. From my point of the view the endgame consist's in making a
theory-craft viable. And a 6-link does not do that. Raw stats are the enabler of a
theory-craft, since they synergize with the passive tree.

Like you also repeatedly stated "a 6-link is not required to do endgame content". Is this not prove it is not an endgame enabler? But simply adds "fun" to the experience of running the high-end content?

Is it not this same "fun" that dictates if a player will remain in PoE? And thus increase player-retention?


Edit : added a piece of text.
Freedom is not worth having if it does not include the freedom to make mistakes
Last edited by Boem#2861 on May 11, 2014, 7:49:25 PM

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