risk/reward isn't coming. ever. [I give up]

I dont know what you mean really by risk reward but I hate to see people go. Would a self found league with better drop rate address this? I don't really like how they make leagues for all types of people thousands if you include races and not have something you are after.

I personally like the trade aspect. No trade is why I finally left D3. I like selling inapplicable items to a adventurer who needs it and vise versa. Feels like real life.. Not to mention its most efficient allocation of resources (players grinding). Just makes sense.Even if drops were increased by an order of magnitude - trading would be better than no trading.

To give example - it's rains in D3 now I tried the first couple weeks of RoS. And found 5 Tal Rasha Chests for my wiz. But couldnt make the 4pcs set for free meteors. Ordinarily,with trade, i sell one chest to someone who needs it and buy an ammy from someone who doesnt. Couldnt do that and it pissed me off. You could literally play a lifetime and not get that ammy. Or drop full set in 3 days. No trade does that.
Git R Dun!
Last edited by Aim_Deep#3474 on Nov 8, 2014, 3:42:53 AM
Risk reward in poe
-get rekt no loot.
Dont most MFs farm dominus? Farming atziri is pretty popular too. I'd say game has implemented risk reward and players are following through. Maybe scale is off? He wants even more loot to drop from those boss and less low level maps and crates.
Git R Dun!
What do you mean there is no risk/reward/crafting?

Hue
I eternalled it at 4 stats and exalted twice for the lulz. Now, that's crafting and good item drops!
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
"
BerMalBerIst1_AKA_GrammerPolise wrote:
To the people not getting dat JohnKeys logic:

His idea of risk/reward means that as risk scales so does reward

So, when you kill Piety let's say, you get a mid-tier item, when you kill a hard map boss, you get a high-tier item, etc. If you only farm "low-risk" content, then you get a "low-tier" reward. If you play the "high-risk" content, then you are showered in loot, Etc.


almost correct.

not "showered" but higher chance, and lower-to-nil chance to drop a piece of worthless crap which only clutters the screen.
maybe less loot overall, but higher quality-to-content.
e.g even if you drop some low-tier white/blue/rare/unique from Palace Dominus, it would have more than 1 socket.

and the path to Palace Dominus is constructed in such a way - in terms of loot progression - you are encouraged to take risks relative to your character's strengths/weaknesses at that time.

this also factors in and "ranks" rares/blues and level, and not just bosses.
everything is "risk" that can be ranked for calculation of "reward" odds, from a white lvl 1 zombie on the beach, to a 1-shot boss in a doom map with double-reflect, vulnerability, and increased damage.
a very intricate system that's a top design priority in most ARPGs, as much as making players trade is in Path Of Exile.

and it's not going to happen.
again, because MF-multi-client-party-farmers will exploit it 24/7, and traders will just trade past it - and all will quickly come demanding new content because they'll get bored.
to GGG, it's better to give themselves a couple months at a time to develop new content, than optimize/improve the existing.
they are basically between a rock and a hard place, due to the amount of people doing this.

but I still wonder, why did they design the game around trade in the first place, back when they did have a choice?
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Nov 8, 2014, 3:59:23 AM
"
PolarisOrbit wrote:
Why is trade in opposition to risk/reward?


In direct opposition, I might add.

Eg. what's the most 'profitable' or 'easy' way to get some of those uber-gated uniques, lets say broken Atziri gloves? To actually build a char that can beat uber and grind them yourself? Hell fvcking no!

The best way is to let others do it for you. While you do some menial bot-like tasks, like Dom running or farming sacrifice sets and then just buy the gloves.

* Craftable base items, that are gated behind some serious map grind climbing, are purchasable for just a few chaos.
* Content is purchasable, allowing you to skip swaths of it.
* Did you try to 6-link your gear? You stoopid, should have bought it instead.
* etc...

Trading trivializes anything in the game and can beat any bosses and grind requirements.

The problem is not with people using trade (why wouldn't they? its the most efficient way to play the game), the problem is with GGG enforcing a tradecore system. eg. see the sacrifice fragments trading pyramid.

(small anecdote: the guy whom I sometimes buy sac frags from, didn't knew which map level Atziri is. Prob. never even fought her. I don't blame him. But its funny and reflects the "eco-simulator" people are are actually playing, instead of the ARPG.)
When night falls
She cloaks the world
In impenetrable darkness
"
BerMalBerIst1_AKA_GrammerPolise wrote:
To the people not getting dat JohnKeys logic:

His idea of risk/reward means that as risk scales so does reward

So, when you kill Piety let's say, you get a mid-tier item, when you kill a hard map boss, you get a high-tier item, etc. If you only farm "low-risk" content, then you get a "low-tier" reward. If you play the "high-risk" content, then you are showered in loot, Etc.


Wow, thanks for that BaMBI, I wasn't even close to deciphering that from john's post! To conclude, I guess I can agree with it as a big picture concept, though I might have a different idea on some details.
Good luck John, I always like your posts, hope you find another game to enjoy.
"
johnKeys wrote:
"
BerMalBerIst1_AKA_GrammerPolise wrote:
To the people not getting dat JohnKeys logic:

His idea of risk/reward means that as risk scales so does reward

So, when you kill Piety let's say, you get a mid-tier item, when you kill a hard map boss, you get a high-tier item, etc. If you only farm "low-risk" content, then you get a "low-tier" reward. If you play the "high-risk" content, then you are showered in loot, Etc.


almost correct.

not "showered" but higher chance, and lower-to-nil chance to drop a piece of worthless crap which only clutters the screen.
maybe less loot overall, but higher quality-to-content.
e.g even if you drop some low-tier white/blue/rare/unique from Palace Dominus, it would have more than 1 socket.

and the path to Palace Dominus is constructed in such a way - in terms of loot progression - you are encouraged to take risks relative to your character's strengths/weaknesses at that time.

this also factors in and "ranks" rares/blues and level, and not just bosses.
everything is "risk" that can be ranked for calculation of "reward" odds, from a white lvl 1 zombie on the beach, to a 1-shot boss in a doom map with double-reflect, vulnerability, and increased damage.
a very intricate system that's a top design priority in most ARPGs, as much as making players trade is in Path Of Exile.

and it's not going to happen.
again, because MF-multi-client-party-farmers will exploit it 24/7, and traders will just trade past it - and all will quickly come demanding new content because they'll get bored.
to GGG, it's better to give themselves a couple months at a time to develop new content, than optimize/improve the existing.
they are basically between a rock and a hard place, due to the amount of people doing this.

but I still wonder, why did they design the game around trade in the first place, back when they did have a choice?


I don't understand. Run hard maps, get more iiq, get more loot. Alch the ones you're really looking for. What you're wanting is a single player game. Which oddly enough, even though d3 is this now, their system screws you even worse. You are 100% at the beck and call of RNG there without trading.
Another post about the game not catering to the needs of Johnkeys.

How surprising.
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