Kanai’s Cube

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ScrotieMcB wrote:
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pandasplaying wrote:
diablo 3 has the most interesting items of any game i've played.
Oh, how the fallen have mightied.


did that make sense to you?
read their item mods, they're more unique and game-play effecting.
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pandasplaying wrote:
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ScrotieMcB wrote:
"
pandasplaying wrote:
diablo 3 has the most interesting items of any game i've played.
Oh, how the fallen have mightied.


did that make sense to you?
read their item mods, they're more unique and game-play effecting.

I'm not interested in their mods, I lost faith in Blizzard a long time ago.
Spoiler

I really hated what they did with warcraft 3 multiplayer, didn't get into the single player campaign very much. I also didn't like Diablo 2 because they ruined my favorite aspect, PVP. Granted, I'm sure the PVP is better than I give it credit for, but I enjoyed randomly killing people with stray fireballs, or purposefully killing people for fun without them knowing that was my intention. After that I didn't much care about anything they did.

But lets go with it and say that you're right -- they have a better mod system. This effectively changes nothing in Path of Exile. To redo the mod system of this game would invalidate all the loot within it, and at that point you might as well just make a brand new game. Adjustments can be made to the affix pool, but completely redoing the affix pool isn't something I think they should be considering at this point.
"

I'm not interested in their mods, I lost faith in Blizzard a long time ago.
Spoiler

I really hated what they did with warcraft 3 multiplayer, didn't get into the single player campaign very much. I also didn't like Diablo 2 because they ruined my favorite aspect, PVP. Granted, I'm sure the PVP is better than I give it credit for, but I enjoyed randomly killing people with stray fireballs, or purposefully killing people for fun without them knowing that was my intention. After that I didn't much care about anything they did.

But lets go with it and say that you're right -- they have a better mod system. This effectively changes nothing in Path of Exile. To redo the mod system of this game would invalidate all the loot within it, and at that point you might as well just make a brand new game. Adjustments can be made to the affix pool, but completely redoing the affix pool isn't something I think they should be considering at this point.


how can you be interested if you're completely ignorant?
A brief history of unique items in D3, for the PoE player.

At release they were shit. Utter, easily mocked shit. In fact, Brother Laz, creator of several PoE uniques and the Median XL mod, and overall awesome writer, did just that in a fantastic - and I believe, hugely influential - article on incgamer's Diablo site. (Actual article begins with "Uniques, monkeys and typewriters," so scroll down.)

Blizzard responded relatively quickly with some lame bandaid fixes in a patch soon after, but the huge failure of the game as a whole pre-expansion allowed the expansion dev team to really take Laz's article to heart.

In particular, I can't help but think someone at Blizzard had an epiphany as a result. See, Laz makes heavy use of the Timmy, Johnny and Spike psychographics in his article, which he had in turn borrowed from Magic the Gathering developer Mark Rosewater. Laz was applying psychographic concepts from a trading card game to an ARPG. So my guess is someone on the expansion team had this thought: if an individual unique is like a card, is a collection of uniques like a deck?

Blizzard then completely reformed its itemization in the expansion. It made uniques the standard for gear and further, deliberately relegated rares to filler you use until you fill a slot. Interactions between uniques and class skills were emphasized. Multiple viable uniques were introduced to compete for various slots. Oh, and they actually thought about psychographics this time.

And now, choosing which unique to wear does feel a lot like choosing what card to fill a mana curve slot in a CCG, and you overall gearing feels like deckbuilding. Of course, you need to find the "cards" first, but lots of digital CCGs already use interesting models for this.

It works. And it works because Blizzard finally realized something the Median XL creator intuitively felt: that uniques are like CCG cards.

The question is: should GGG try to adopt the fuck-rares, all-uniques strategy D3 eventually adopted, or should it try to understand rare item affix systems in as much depth and insight as Blizzard now shows for unique item systems?

TL;DR: The Median XL guy fixed D3 using nothing but mockery, which Blizzard wisely learned from.
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 2, 2015, 12:30:47 PM
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pandasplaying wrote:
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ghoulavenger wrote:
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pandasplaying wrote:
oh the critics comments are rediculous..
i imagine it would be a fun addition to the game

It was pulled directly from the D3. Whether or not it would be a good addition to the game or not doesn't matter. It belongs to D3, hence the complaints. Not to mention most of the stuff wouldn't work in PoE the same way anyway.


imo poe could take a lot of inspiration from d3, especially considering item attributes. diablo 3 has the most interesting items of any game i've played.

is that so, that they still pulling things from d2. Basically they are slowly transforming d2 into d3 and selling it again to you. Let me guess, druid and assasin for expansion?, maybe 2 expansions.
IGN: Ariannahh
Alf's True summoner: https://www.pathofexile.com/forum/view-thread/1322360/page/1
Alf's Only SRS: https://www.pathofexile.com/forum/view-thread/1454368
Hideout: https://www.pathofexile.com/forum/view-thread/1428672
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goetzjam wrote:
Um, you know this isn't D3 right, this is PoE?


Here is where the hopes of a constructive discussion went to hell.

Anyway, this thread will be devoured by flames now, :P

For the record: the recipe system has the same intentions that the cube (and both come from the Horadric Cube), thing is that straight up copying what D3 did won't work here.
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
"
ghoulavenger wrote:
"
pandasplaying wrote:
oh the critics comments are rediculous..
i imagine it would be a fun addition to the game

It was pulled directly from the D3. Whether or not it would be a good addition to the game or not doesn't matter. It belongs to D3, hence the complaints. Not to mention most of the stuff wouldn't work in PoE the same way anyway.



-Poe copied D2, why poe 2 would not copy d3 if this is good ideas?

Forum pvp
https://www.instagram.com/critterspencils/
"
ScrotieMcB wrote:
A brief history of unique items in D3, for the PoE player.

At release they were shit. Utter, easily mocked shit. In fact, Brother Laz, creator of several PoE uniques and the Median XL mod, and overall awesome writer, did just that in a fantastic - and I believe, hugely influential - article on incgamer's Diablo site. (Actual article begins with "Uniques, monkeys and typewriters," so scroll down.)

Blizzard responded relatively quickly with some lame bandaid fixes in a patch soon after, but the huge failure of the game as a whole pre-expansion allowed the expansion dev team to really take Laz's article to heart.

In particular, I can't help but think someone at Blizzard had an epiphany as a result. See, Laz makes heavy use of the Timmy, Johnny and Spike psychographics in his article, which he had in turn borrowed from Magic the Gathering developer Mark Rosewater. Laz was applying psychographic concepts from a trading card game to an ARPG. So my guess is someone on the expansion team had this thought: if an individual unique is like a card, is a collection of uniques like a deck?

Blizzard then completely reformed its itemization in the expansion. It made uniques the standard for gear and further, deliberately relegated rares to filler you use until you fill a slot. Interactions between uniques and class skills were emphasized. Multiple viable uniques were introduced to compete for various slots. Oh, and they actually thought about psychographics this time.

And now, choosing which unique to wear does feel a lot like choosing what card to fill a mana curve slot in a CCG, and you overall gearing feels like deckbuilding. Of course, you need to find the "cards" first, but lots of digital CCGs already use interesting models for this.

It works. And it works because Blizzard finally realized something the Median XL creator intuitively felt: that uniques are like CCG cards.

The question is: should GGG try to adopt the fuck-rares, all-uniques strategy D3 eventually adopted, or should it try to understand rare item affix systems in as much depth and insight as Blizzard now shows for unique item systems?

TL;DR: The Median XL guy fixed D3 using nothing but mockery, which Blizzard wisely learned from.

To add on just a bit to this excellent history:

MXL was built around deterministic gearing. Uniques could easily be sharded and transmogrified into other uniques (until Sacred/highest level). Runewords were as hard as getting the right rune (which were also easily findable since you could ladder up to higher runes from lower runes). The last real gear piece option was an "honorific" which was code for "a junk item with a bajillion all resists% and little else, because resists% are broken and MXL is just a mod, not a new game engine".

You would still climb a ladder as you leveled, since base items and runes would increase as you went, giving you access to a larger and larger "card pool", and there were challenges all along the way (not entirely at the "endgame") to make sure that you were building your deck properly and engaging your brain.

In the end, it was very easy to pick your deck. Itemization was almost completely deterministic up until Sacreds, at which point you could use your "deck" to farm for "deck improvements" to move onto the last and hardest challenges. (Or if you got a deck improvement for a different deck, you could just go build that deck and level it up. Altaholism was very real.)

I certainly feel that MXL did itemization better than anyone else before or since. PoE's philosophy is different, which I don't mind, but it's chock full of internal inconsistencies that really detract from it's power.

---

Anyway, why the fuck are we posting in a bullshit thread like this? :P
Alright Scrotie, I bit, I read the article. Now I'm ready to weigh in an opinion on it. Path of Exile does not need to follow the itemization that Diablo 3 has adopted, based on that article. The Johnnies, Spikes, and Timmy's can find everything they want out of the socket system. Rares can be bland as long as the skills and combinations are exciting.

Edit: Enter Tabula Rasa, the solution for everybody.
Last edited by ghoulavenger#0583 on Jul 2, 2015, 6:24:51 PM

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