risk/reward isn't coming. ever. [I give up]
" A hybrid approach is also feasible, and could be used to mitigate the dominance of BiS items. For example, if Legacies, Eternal, and Mirrored items were made Bind on Account, owners of OP items could continue to enjoy them, but they would no longer afflict the trade market. If GGG was so inclined they could make all high-end crafting produce BoA items, restricting such crafts for personal use rather than profit. That would dampen both inflation and power creep, two of the worst side-effects of an over-amped economy. Imagine how different things would be if Atziri's OP drops were BoA... |
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Spoiler
For one, I wouldn't deem to say GGG wants the game to be such and such, unless they have said so. It may feel that way to someone, but that doesn't mean the intention is there. Secondly, I wouldn't give up hope for GGG to add in ***some*** risk v reward mechanisms. I say, some, because Masters were a partial fix to add in some crafting. You can't craft top gear mods and getting fully linked gear is expensive enough to make it a real pain. My guess (no inside sources here) is that once GGG has act IV done, there will be some reasonably cheap way to add more difficulty to an area (not as random or limited as maps)that will increase the quality of drops and bring the drops closer to usable level. If they did something like mods for an instance, it would need to be something players couldn't game. For instance, instead of monsters have 75% lightning resists (which would mean nothing to a Facebreaker) the instance might have monsters are 25%/50%/75% resistant to your damage (any kind or soure -yours, totems, minions, traps etc) If you chose 25%, you might get a 5% quality boost; for choosing 50%, a 10% quality boost; and for 75%, a 15% quality boost. They could have: Elemental Damage bypasses Energy Shield, Movement Skills do not work, All monsters cause bleeding on hit, Monsters/totems cannot be converted, Characters mana and life are switched.... There are plenty of options. Maybe you could choose 1 mods for an instance, and the other two would be out of your control. Maybe you chould choose level of difficulty (1-3), and at level 3, two more hidden mods would be added to the instance. I'm sure GGG can come up with something. In any case, I wouldn't want it to be something where every high DPS player could churn through and find a Shav's every month and 20 exalts a week. That sort of giveaway would be fun for a few days, then it'd be like using godmode and get boring fast. Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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"Risk vs Reward" cannot be implemented.
What is a "risk" to player A with his gear/tree, will be faceroll content to player B. How should the game handle this? Should it notice that player A died 3 times in the map and his health pool jumped up and down like crazy, and it took him 3 hours to complete it, so he gets a shiny new item in the end? While player B gets nothing, because he wasn't challenged? How should that work? How should the game even know what "a good item upgrade" would look like for player A? Also there's the spiral of "get better gear, still want better gear". What would change if, let's say, low level affixes were removed from highlevel content, or bad affixes were removed entirely, or specific uniques would no longer be 1:10^324554? Step 1: all players would find better gear in highlevel content. Step 2: 90% of players would still see even better gear than theirs on the other 10%. Step 3: they would again farm for currency and trade or qq the forums about "shitty drops". --- The only thing that PoE can do is what it currently does: make it all random. That way it doesn't matter if you faceroll or struggle, the reward is equal. Equally shitty, but equal. 3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
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Sorry to hear that John. I guess you will have more time to ruin our country now :D
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What you actually have left to complain about after all of the updates is
"Most casual players won't see uber artizi or have a 6-link shavs." (Which isn't valid, most people period do not see uber aritzri or a 6link shavs by intention because they are suppose to be the hardest and rarest items) This is the only actual criticism of the game you have in your entire post other then what "what is your perfect arpg." They added "real crafting" with masters, progressively made the game easier and make mostly everything accessible. What you literally have left is this "vague" concept of "risk vs reward" in a genre slayer masses amount of monsters with near demigod like power. You still have not answer "how do you define risk vs reward" verses different levels of gear and builds nor realize that risk vs reward is in place already since higher level places drop higher base items and have better drop rates for stuff. No do not tell me D2 has "risk vs reward", you slayed masses amounts of monsters with no risk to yourself or farmed the same boss over 9000 times. Do not tell me "medianxl" had risk vs reward, you farmed the same shit easy stuff a billion times and the hard stuff required some insane crazy gear to do. Do not tell me "torchlight" had risk vs reward, there was no risk what so ever for any amount of reward. Even the hardest game like roguelikes (like rogue) do not have risk vs reward the way you want because you want to mitigate all the risk and only do stuff that's easy to get reward to finish the game. Hell most rewards are completely random and you can 100% luck out on good items easily. You complain and complain but don't offer any actual content, your similar to people who posts they want perfect world peace. Which sounds nice but in reality is extremely complicated thing to do. For example what the hell is "brute force lock grinding.", is that what you call farming in the game? What is "skill force grinding." How do I "skillfully" grind the game when it means slay masses amounts of monsters as fast as possible that pose no risk to me. Last edited by RagnarokChu#4426 on Nov 8, 2014, 6:46:30 AM
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" Very well said. Would use as a sig if it weren't too long. " You're just bitter for some reason. GGG has never stopped caring about how players think about their game, they're constantly changing it to accomodate the players' needs. Just because they don't do what YOU specifically want, doesn't mean they don't listen to feedback. GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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You take PoE too seriously man. Just play it for some fun, and accept that it is just a game with many many shortcomings, some objectively, some just subjectively in your own eyes.
There are many games out there that has great risk vs reward. PoE isnt one of them. I wish it was, but what can you do. Still there are dozens of good games that satisfy that part. |
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" By introducing more fights / content that are mostly skill-check, instead of gear check. (normal) Atziri is the perfect example, where a skillfull player will do just as good, if not better, than an overgeared player. Of course there needs to be a certain level of gear check, else gear looses its meaning. But the game definitelly needs more Atziri and less Spinner of false hope. (yea, there is desync that shits on the whole "combat positioning" thig, unfortunatelly) When night falls She cloaks the world In impenetrable darkness Last edited by morbo#1824 on Nov 8, 2014, 6:48:54 AM
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I'm glad GGG doesn't listen to people like you.
Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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EVE Online has risk vs reward. You risk your super expensive ship to destroy some other guy's super expensive ship and salvage/loot his stuff. That's risk vs reward. Pls tell me where the risk is in playing a diablo-style game x) I could maybe understand this from a hardcore point of view where you can lose your character with good gears every time you attempt a ridiculous boss but Mr. Keys ain't playing hardcore so I don't get it!
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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