The average player needs more access to uniques

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NeroNoah wrote:
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CanHasPants wrote:
snip


With the addition of master crafting (and specially master mods), it's factible they add new mods because players now have more control. They can rework rares yet (making some low level affixes impossible to get, and adding new, more interesting affixes, hybrids would be nice to avoid frustration)

About linking, my only complain is that it seems grindy as fuck for those who want it, although it's not like you need a 6L except for the most insane fights in the game.
I don't have experience with FM (insert broken record here), but on paper it look like it does more to help players get all those same must-have affix than it does to truly diversify the affix pool. Granted, once certain optimization requirements are met, a brief scan through the crafting options does suggest that FM is capable of providing enhanced affix diversity... but that's only after we run through all those same affix first.

I was just remarking that there are systems fundamental to PoE's design that seem counter productive to PoE's initial design goals (or at least, turned out not to be as fun as it initially sounded). Right now all viable solutions are confined to building on top of those early decisions. GGG has been doing a great job of pulling that off, I think, but I also think the game could be much better if GGG had a time machine and could go back and change a few things before they turned systemic. Since time machines are currently limited to traveling forward through time, then I'd hope these systems in PoE 2 were handled differently from the ground up.

But there's no rush ;) As I said, I think GGG have for the most part been doing a fine job working with what they've got.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Last edited by CanHasPants#3515 on Oct 28, 2014, 12:11:29 PM
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CanHasPants wrote:
I don't have experience with FM (insert broken record here), but on paper it look like it does more to help players get all those same must-have affix than it does to truly diversify the affix pool. Granted, once certain optimization requirements are met, a brief scan through the crafting options does suggest that FM is capable of providing enhanced affix diversity... but that's only after we run through all those same affix first.

I was just remarking that there are systems fundamental to PoE's design that seem counter productive to PoE's initial design goals (or at least, turned out not to be as fun as it initially sounded). Right now all viable solutions are confined to building on top of those early decisions. GGG has been doing a great job of pulling that off, I think, but I also think the game could be much better if GGG had a time machine and could go back and change a few things before they turned systemic. Since time machines are currently limited to traveling forward through time, then I'd hope these systems in PoE 2 were handled differently from the ground up.

But there's no rush ;) As I said, I think GGG have for the most part been doing a fine job working with what they've got.


I didn't say FM solved the affix diversity problem, I said that the existence of that system makes factible to add new affixes because people have more control now. Still, rares can be reworked at any time.
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
Affix Diversity is an amazingly well coined term.
This is the actual problem: rares are boring. I would love it if more rare affixes would make it into the game.
You know the average amount of unique drops have like tripled right?

And they sort of fixed the unique tier's also. So now there is in comparison to before a relative good chance of something worth while dropping.

Just read the patch notes?

Tier's got weighted in a big patch.

inner treasure was added
strong boxes where added(this counts double from my experience, singularity mod and exile mod both account for an increase in unique drops)
more unique creatures where added (not sure if this is relevant but from my experience roughly every 15+- unique mob kill yields a unique item, this number reduces with mf) aka exiles/invasion bosses/zone bosses/CZ bosses.

It's all still RNG and all, but you can roll the dice far more frequently now then you used to. I really don't understand this thread tittle at all. Most usable unique's can be bought between 1 and 10 chaos. And top tier should remain top tier, some work has to go into gathering them. Either in dropping a but load of crap prior to that top tier drop, or in the form of time investment acquiring currency.

Farming 1 - 10 chaos takes what? roughly 1 hour of grinding the game? probably a lot less tbh if you know what your doing. How do you increase the access even further?

Peace,

-Boem-

Freedom is not worth having if it does not include the freedom to make mistakes
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Cergic wrote:
Well, you'd be able to enjoy the game more if you played it more. Effort yields results.
It pretty much applies to every game out there? Or am i missing something?

I assume that you want to play poe in a more casual manner and still not be "left out"?

That's fine. But also unfair. If you get 100% by playing 4-5 hours/week, there's little or no content that rewards some sort of dedication which certain players display (5-15 hours/day). It makes sense that you have access to a MAJORITY of the content when playing 4-8 hours/week, but not everything.

I_NO is a prime example - dedicated to the max in terms of endgame MF farming. It makes sense that he's got more cool stuff than you.

Maybe i missed the point, though.


Yeah, it makes sense, to an extent. 4 hours a week is making a effort, too. When you don't feel that it's rewarding in a drop game, you give up.

No one said he had to have as many cool stuff as whoever you mentioned, nonetheless he should still get cool stuff.
^you get cool stuff for playing 4 hour's a week do, it just doesn't compare to the cool stuff of players playing 10 hour's a day. Which is logical imo.

There is no real fix for people comparing themselves to no-lifers. This community has always had this problem, op is no exception, a big part compares themselves to people with play-times far above what they realistically can put into the game.

Instead of being happy they have a life they get jealous of the people who don't for some weird reason.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
"
Boem wrote:
^you get cool stuff for playing 4 hour's a week do, it just doesn't compare to the cool stuff of players playing 10 hour's a day. Which is logical imo.

There is no real fix for people comparing themselves to no-lifers. This community has always had this problem, op is no exception, a big part compares themselves to people with play-times far above what they realistically can put into the game.

Instead of being happy they have a life they get jealous of the people who don't for some weird reason.

Peace,

-Boem-


Yes, but what does it mean "having a life"? A nagging wife thoroughly disapproving of you wasting your time on videogames, kids who just won't shut up, a boring, thankless, underpaid job, mortgages and a slew of other bills to pay, and the prospect that it's going to be like that for the rest of your days. No wonder people get jelly for the so-called no-lifers.
Last edited by Jojas#5551 on Nov 4, 2014, 5:14:44 AM
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Kranyum wrote:
Affix Diversity is an amazingly well coined term.
This is the actual problem: rares are boring. I would love it if more rare affixes would make it into the game.


More 'affix diversity' under the current system (absolutely random, everything goes), would just mean that instead of 99.5 rares being vendor trash, 99.8 would be.

Yes, more affix diversity, but only if looting would be made more "specific" & "targeted", instead of "random is random"...
When night falls
She cloaks the world
In impenetrable darkness
"
morbo wrote:
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Kranyum wrote:
Affix Diversity is an amazingly well coined term.
This is the actual problem: rares are boring. I would love it if more rare affixes would make it into the game.


More 'affix diversity' under the current system (absolutely random, everything goes), would just mean that instead of 99.5 rares being vendor trash, 99.8 would be.

Yes, more affix diversity, but only if looting would be made more "specific" & "targeted", instead of "random is random"...


yes and no.
In a sense if we just suppose that the item affixes would increase then I do agree good drops would be even more scarce.

However, the current game is balanced towards all items having +life on them and monsters hit you with elemental damage supposing you are already capped. If this game balance would also be altered for the more varied affix pool, then a "good enough" item might become a completely thing, while allowing some room for creative affixes.
That thread is the perfect example of the topic "why is it impossible to have a niche game nowadays". Because now, when players feel that their playstyle and what they expect from a game doesn't fit the game they're actually playing, they prefer the game to change in their way instead of just acknowledging the fact they may be not part of the target audience. This game is not made for people that thinks 5 hours of gaming a week are already "a lot" and ask others on which planet they live if they think it's not that much. This game is not made for people that expect to get top tier unique items when they never reach an higher level than 75 on a character.

There is no "unfairness" in that. The fact you can't enjoy the game "at its fullest" is nothing unfair, it's because of you, not because of the game. You're just fooling yourself by expecting something else.
IGN : @Morgoth
Last edited by Morgoth2356#3009 on Nov 5, 2014, 8:10:23 AM

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