Why i will not be returning to path of exile ever again. (I assume this is feed back GGG wants?)

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ScrotieMcB wrote:
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Mark_GGG wrote:
randomness of loto
Lotto? Is that a Freudian typo?
Fixed, but with the mistake left in as well for humour's sake.

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ScrotieMcB wrote:
Just razzin' ya. :p
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Mark_GGG wrote:
luck can strike at any time, and allows people to, to at least some extent, choose content while farming based on their preferences - if certain item types only drop from a certain area, then you have no choice about where to farm, and probably are pushed to build to best farm that area.
This is one thing where I both agree and disagree. Choosing what content to farm based of preferences such as monster composition and tileset is something which I think shouldn't be totally done away with — you don't really want to force players into running the exact same content over and over again. On the other hand, preferences such as monster composition and tileset are very trivial preferences, and there would be much more in the way of meaningful choice if certain areas/monsters/content had a better chance of dropping certain items rather than others, allowing players to perform more targeted farming.

I feel the position you express here doesn't strike a nice balance. The best answer would be a balance wherein your choice of area to farm was meaningful in terms of biasing the loot you receive, yet at the same time not so overwhelming that you feel duty-ridden to go with that bias every single time (unless you're particularly OCD; but OCD players are players too). You'd want something which is noticeable to players without having to run a group data collection project, to make them aware that such a bias exists and thus that it's something they can choose... but not really any more significant than that. That would be meaningful choice.
As hinted above, I don't have time for an in depth reply, but I've learned not to underestimate the extent to which a small gain from doing A over B makes some players feel "forced" to always pick A.
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ScrotieMcB wrote:
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Mark_GGG wrote:
In addition, "interesting" mods tend to fall into categories that better fit uniques, such as build enabling mods, which belong on uniques because enabling new builds is a big part of the unique design space, very niche things that are useful to some builds but if put on rares would mostly serve to frustrate players by further diluting the mod pool. And some of the things uniques can do are only considered interesting because only uniques do them - if any rare item could roll something like spell leech, it ceases to be interesting, because it's just a part of the regular game anyone can get.
I agree with the words here but not with the actions. Prime example: Bino's Kitchen Knife. "On killing a Poisoned enemy, nearby enemies are Poisoned." Okay, so you're trying to design a weapon which works primarily with the Adder's Touch notable; cool idea, clear design intent, like the core conept. However, by making the other numbers too good on the rest of the weapon, this is not the primary thing for which the dagger is used... as a matter of fact, it's rather rarely used with Adder's Touch. It probably should have had a higher damage-over-time bonus, and been on a slower knife base to limit, but not utterly squash, CoCS use; I'm wouldn't suggest lowering the crit chance on Bino's, since it's supposed to be designed around the crit-centric Adder's Touch, but an enemy can only be poisoned once, so speed is less important to the Adder's Touch plan while speed is hugely important for CoCS. It seems like GGG is more prone these days to making errors which transform what should be niche uniques into better-than-most-rares power-creep-causing disasters.
I was going to do a quick response (in the general case rather than Bino's specifically) about what I perceive to be a difference in supporter uniques to GGG ones, but I won't because a) it'll take too much of my time, b) I'm not the best person to talk about that topic and c) I'm aware I have a habit of coming of has harsher/meaner on the forums than I mean to be and I don't want to risk inadvertently offending anyone for the sake of pointing out an unimportant tidbit that might or might not be relevant, and is getting fairly off the main topic of the thread.
Last edited by Mark_GGG#0000 on Jul 17, 2014, 1:57:19 AM
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Mark_GGG wrote:
I don't have time for an in depth reply, but I've learned not to underestimate the extent to which a small gain from doing A over B makes some players feel "forced" to always pick A.
Well, yes, I admit readily that it is not something to be underestimated. Meaningful choice in where you decide to focus your farming efforts is a good thing; however, make a certain pull too strong, and meaningful choice virtually disappears, because now one option can be calculated as superior to all others, making all other options inferior... and it is sometimes surprising how seemingly small of a difference can be too strong of a pull. That would probably be worse than the current situation, where although the choice is essentially meaningless — tileset isn't all that relevant — at least the various options are equal, such that players get a nice random diet of tilesets instead of running the same tilesets over and over (although even that can be min/maxed somewhat, as Lyralei's Map Management thread shows).

Although I believe the tiny min/max differences are indeed something which should be properly feared — and feared really is the appropriate word, because it is playing with fire — I wouldn't go so far as to say that such fear should lead to the cowardice of not bothering the attempt. Playing with fire though it may be, if done properly it is something which would help make this game better, through more meaningful choice. In other words, it should be done very very carefully — definitely not rushed out the gate, but tested and given due time — but it should nevertheless be done.
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 Jul 17, 2014, 2:10:53 AM
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Mark_GGG wrote:
... Any change that increases drops will increase the number of exalts that are being traded ...


First of all, sorry if I quote this part only, I read the whole post (and thread) but this phrase caught my attention, sadly.
As a (fairly new) player who doesn't like trading and prefers killing monster and getting drops as reward reading how you are so focused on the economy is disheartening. Nothing new but nevertheless...
Ever though that increasing drop rates for these orbs ( chaos/exalt in particular) would result in them being used for their intended purpouse from a larger part of your playerbase?
"Metas rotate all the time, eventually the developers will buff melee"
PoE 2013-2018
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Mark_GGG wrote:
Rares and uniques fill different niches. Ultimately, rares are more about raw power and uniques more about enabling specific things that rares can't do.


HAHAHHAHAHAHAHAHAHAH

Nice troll/joke.


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Mark_GGG wrote:
Uniques are in general intended to be less flat-out powerful than the best possible rares


By what? 5%? Tops? LOL....

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Mark_GGG wrote:
but be better for certain builds which get benefit from their unique mods. In addition, "interesting" mods tend to fall into categories that better fit uniques, such as build enabling mods, which belong on uniques because enabling new builds is a big part of the unique design space


The jokes keep on coming.

Unique design in PoE is about incredible power creep and making best-in-slot items that are shoved down the throats of players.

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Mark_GGG wrote:
very niche things that are useful to some builds but if put on rares would mostly serve to frustrate players by further diluting the mod pool.


Seems like an excuse for a lack of creativity and bland items.

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Mark_GGG wrote:
if any rare item could roll something like spell leech, it ceases to be interesting, because it's just a part of the regular game anyone can get.


Again: lack of creativity. In addition, poor design.

More modifiers makes rares more interesting. Not less interesting. If it's a powerful modifier, the key is to make it rare (or perhaps exclusive to vaal orbs or some other new orb). Not exactly rocket science.


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Mark_GGG wrote:
on a unique, we know which other mods it will interact with on the same item, and what the base properties of the item type itself are, which make it much easier to fit something in the "fun but not game breaking" range


And the truth comes out. Because you guys can't handle the balance situation, you take the easy road out:

Neglect rares, focus all attention on unique items.

Gotta keep that itemization as boring as possible!

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Mark_GGG wrote:
which simply isn't possible on rares to the same extent.


Yes it is.
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Veruski wrote:
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Mark_GGG wrote:
Rares and uniques fill different niches. Ultimately, rares are more about raw power and uniques more about enabling specific things that rares can't do.


HAHAHHAHAHAHAHAHAHAH

Nice troll/joke.


Care to elaborate why it's a joke? i don't recall seeing a rare with "chaos damage does not bybass energy shield" mod
Last edited by Mahesys#6567 on Jul 17, 2014, 11:14:48 AM
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Mark_GGG wrote:
very niche things that are useful to some builds but if put on rares would mostly serve to frustrate players by further diluting the mod pool.


I think you're right and wrong here. Right, in that diluting the mod pool further would frustrate players, but wrong, in that you have to dilute the mod pool to add useful affixes. Just trade out some useless ones, and you'll start having more interesting itemization. It's boring looking for the same 6-8 mods on every rare, and vendoring if they don't have at least a few that aren't scrub tiers.
No. Calm down. Learn to enjoy losing.
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Mahesys wrote:
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Veruski wrote:
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Mark_GGG wrote:
Rares and uniques fill different niches. Ultimately, rares are more about raw power and uniques more about enabling specific things that rares can't do.


HAHAHHAHAHAHAHAHAHAH

Nice troll/joke.


Care to elaborate why it's a joke? i don't recall seeing a rare with "chaos damage does not bybass energy shield" mod


the joke is about "rares being about power" and "uniques being about enabling specific things"

Uniques are the power items. Rares are boring joke items (by design -- not necessity)

this seems to be 100% by design, so mark is either lying, misinformed, or some combination of the two.

this is why i asked mark earlier what he actually does at GGG, with my guess being a graphic artist of some kind.
Last edited by Veruski#5480 on Jul 17, 2014, 12:24:56 PM
would still like a reply from Mark, to my post from page 5.
please.

we can argue about semantics and get into minor details all day long, but GGG don't seem to grasp, that their current concept is flawed from the core.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
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johnKeys wrote:
would still like a reply from Mark, to my post from page 5.
please.

we can argue about semantics and get into minor details all day long, but GGG don't seem to grasp, that their current concept is flawed from the core.


It seems the few different staff members who posted here have just tried to bait me with "you are just mad someone else got lucky" remarks, which isn't true at all.

I agree with you, they ignore the core problems of the game which is why less people log on everyday.

how many new chars were made in the two new leagues? around 12.5-12.7k this proves my theory (i mean for christ sake you see more people playing RUNESCAPE...) i'm just wasting my time trying to talk them into making custom leagues or even self found leagues, trading is bullshit, and the new "trading system" they are working on will be a major flop and a waste of money developing.

More and more people want custom and/or self found leagues with NO TRADING. no one wants to play path of trading and when i try telling a GGG staff member they try baiting me with a obvious flame comment.

ONLY RMT'ers play path of trading this is fact.
The only game you need to win at is on the internet.
Last edited by EveningPrimroseAmber#3036 on Jul 17, 2014, 12:52:03 PM
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johnKeys wrote:
would still like a reply from Mark, to my post from page 5.
please.

we can argue about semantics and get into minor details all day long, but GGG don't seem to grasp, that their current concept is flawed from the core.


This probably troubles me more than the game flaws themselves. They seem unwilling to learn and grow from this first attempt of theirs at making a game. Some ideas are great, some are just bad, and they don't seem to know which is the wheat, and which is the chaff. Means that this game will only see marginal improvement, if any at all. Can't believe they went to Release with the game in the shape it was in.

They started this project with the idea that gameplay is secondary to system security (and in turn, economic integrity). Such a flawed base to begin an action RPG from. This has lead to a problem where defense > all else, due to the inconsistency of what's happening on your client, and what's happening on their servers. It invalidates so much of the game's potential in skilldrasil and itemization. They layer RNG so that there's incentive to trade with fellow players, yet they offer nothing to connect players so the trade can take place.

Could go on about poor choices in releasing skills/items their engine can't handle, or the balance pendulum, or the flaw in gating builds and content behind low probability RNG, or a slew of other problems, but little reason to list them all if they're dead set that they're right on all counts, hell or high water.
No. Calm down. Learn to enjoy losing.

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