Kanai’s Cube
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In the interests of addressing the OP, the cube's roles are already fulfilled by vendor recipes, mastercrafting and currency.
It does bring up the question of why leech affixes aren't bench craftable on rings. I actually resented the Horadric Cube in D2. If you're going to give me free inventory space just give me inventory space, don't make me micromanage this nested inventory screen. Maybe that isn't the intent, but it's part of what the Horadric Cube was. Last edited by DeviantLightning#7374 on Jul 3, 2015, 3:31:25 AM
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" LMAO Blizzard tried to hotfix the garbage they named Diablo 3 by adding unbalanced mods to uniques and then releasing items like Kanai Cube to push it further. The problem is still in the core of skills and stats - that is unfixable until they remake the system completely. You will never ever find the same variation and possibilities in Diablo 3 compared to Path Of Exile. |
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"True enough. I don't think it's impossible, though. But I wasn't really concerned with doability. The main point I'm trying to make is one Brother Laz made in the article I linked to: you give items all kinds of whacky chance-to-cast stuff and players gobble that stuff up. If you don't provide wacky item mods in your ARPG, players will abandon you for one that does. Thus, if a rare affix system is to really stand up on its own, it needs a plan to provide that type of wackiness. In other words, it's a design requirement if you want it to work for the playerbase. If that's not something designable, then the whole idea of rare items is a bust. Desperate situations call for bravery, not timidity. 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 3, 2015, 9:32:22 PM
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" Except that the wacky stuff can be done with the socket system. The affixes on rares take quite a backseat to sockets in path of exile. That is also what makes uniques seem more interesting, is that they allow for the possiblity to act as keystones and change mechanics. |
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" The best loot/characterization system there has ever been was World of Warcraft up till mid Burning Crusade. Everything accounted for, including how hard some items where to acquire, what you would get if you put in the time, the fact that some things were so damn rare that you just kept lusting for it but never got it, was forced to enter group content to get a lot of it, that items were bound and had to be earned not just traded, most satisfaction to be derived from putting in the time getting that loot due to how much the average person put in and how many people you encountered.. bla bla and a lot of factors like that, by far the most addictive form of loot hunting that gave also the most satisfaction i have tried. Most people don't recognize it, but wow was the upgrade to d2 in spirit. Better loot hunting, cooler looking items, better characterization, better pvp, more advanced world(massive step up from bnet), better return on skill, better immersion, and the list goes on. Pretty much nearly all aspects that were core d2, early wow did better, except those who wanted a single player game. The only weakness wow had in my eyes was the reliance on gigantic raids in under to acquire the most exquisite loot, which led to needing commitment at a very high level to make such groups work and broken dreams. There was also better random generation in D2, but not something that could make up for a game many levels above it. I am the light of the morning and the shadow on the wall, I am nothing and I am all. Last edited by Crackmonster#7709 on Jul 4, 2015, 12:09:28 AM
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@Crackmonster: WoW is in not the spiritual successor to D2. Attributing the "action" in ARPG to WoW is like calling Dragonball Z "fast-paced." I view the combat less as live-action and more as turn-based with a fixed turn length. It's definitely a game you can play holding a beverage.
Even as far as loot goes, D2 had zero bind-on-account, so that is a point of divergence, not an "upgrade." Sometimes, divergence is the right call, but it's pure negative as far as "spritual successor" contests go. That said, if anyone should be aware of Blizzard's previous successes with itemization, it's Blizzard. D3's initial failure was a big surprise. WoW wasn't as surprising. 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 4, 2015, 12:39:42 AM
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Say what you want, wow outdid d2 in all it's core aspects except random generation pretty much, which it counteracted with having so good specific content that it was more than sufficient. My favorite game is D2, i love that sort of experience above all, but early wow(before it changed to meh), whooped d2 massively.
Wow took so much inspiration from d2, all the way from loot focusing chain killing/farming game, to a online massive community trading with each other, to skill trees setup with 3 different trees(the skilltrees was much better in wow than d2).. The whole way wow was constructed was taking many of the best elements from d2. Blizzard owes more to D2 than they are willing to let on, d2 paved the way for wow. If i had to pick 1 game and said that game defined what i want in games, i would pick d2 without a doubt hands down. I've still never met people who so exlusively play lootfest rpg's as me and my friend. That fact and the fact that wow ripped all my desire to play d2 for a long time, is evidence to my claim. -- If you look at wow they did it right with bound/unbound loot more or less. There were a lot of things that weren't bound, and one of the healthiest player markets in any game. So much to farm and sell, so many auctions, and so much worthwhile you could spend gold on, but the best items you had to earn them yourself, you couldn't p2w your way like you could in d2. That alone ruined ladders for an honest person in d2. That's why i see it as a pure upgrade, because the old system failed - where this system simply understood better and improved. Yes it is different, but a difference that depended on seeing the flaw in the old system and moving beyond it. Just for preposterous thoughts, i also think RMAH in D3 was a true evolution. The problem was because of D3 itself, lack of difference of builds and items wanted, and lack of bound items, the game was all about watching ah all the time, which people confused and thought ah just sucked. I also think gold is natural improvement over trading materials like fur for food, or trading orbs. It's just superior trading, similar to the natural evolution of the world. I am the light of the morning and the shadow on the wall, I am nothing and I am all. Last edited by Crackmonster#7709 on Jul 4, 2015, 9:01:15 AM
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" The problem with gold is that there isn't a natural sink for it. This means after a certain point gold becomes useless. Currency in path of exile though can be used to trade, or to improve/craft items. The more useful the currency the more in demand it becomes. This means that even if I had 1 million alteration orbs (which would take quite an impressive amount of stash tabs) each and every one of them would be useful. I can't say the same thing for gold. |
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Although I'm not a fan of gold systems, the problem is not the lack of a natural sink. Diablo 2 had the exact same sink for its gold that Path of Exile has for orbs: you gambled it away. Currency for rerolls.
The good thing about PoE orbs relative to D2 gold is that it partially addresses the min-max gambling problem: the economy will direct a gamble-currency to the players who benefit the most from it, while 99.9% of players will do absolutely nothing with it. Making different "golds" effect different rerolls helps to make separate tiers, such that the top 0.1% for one "gold" might not be The same as for another "gold." The befuddling part is GGG dropped a very important part of that solution - making currency costs vary by BiS potential - which D2 actually had. Overall, I think it's roughly a tie... which is weird, considering the separation of "golds" should have allowed an advancement. 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 4, 2015, 6:07:08 PM
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It is what it is, and it isn't like it is impossible to implement gold sinks, such as crafting fees, trading fees and so on.
It goes into the thinking that i don't believe permanent leagues are the best final form, i think shorter term leagues are ideal. Shorter leagues mean the economy doesn't need to be permanent. Also, since there are gold fees as temporary sink, gold will eventually stockpile in a permanent league - however in a game like poe where everything you have is robbed from you just to be able to access the content or attempt for several years to craft something you want - you are greatly demoralized. Shorter leagues with good enough droprates that hardcore farmers can get a godly character after 1-2 months of honest farming(not market manipulation or mf setup), and even average players will be able to complete their characters to a high degree towards the end of a 4 month period by prices dropping somewhat. Progressions must be graded in such a way that 87% power can be achieved in a couple months, the last 13% takes maybe 1-2 years to get 9% of it. Hardcore farmers can ten choose to either focus on 1 char and get it really insane, or build 1-2 other chars and get them to a high level of completion. The most fun is when the character development is going strong, for most people. If you look at D2, it was much easier to get to a high level of completion, people loved it and they came back season after season to do it over again. In d2 i refused to touch non-ladder. I wouldn't go near it with a 10 foot pole. In PoE because starvation mode drops, i refuse to play seasons because they aren't satisfying to play. I like to grow my character into max power, i don't want perfect rares, but i want damn sick rares and i want the best or almost the best unique items and so forth. It is not possible in short leagues unless you play 24/7, which the poe system cannot support for my tastes because it doesn't allow you have to have a life outside, and no i don't mean you only want to paly 2-3h a day, more liek 4-10 per day- aka its addictive and not satisfying for your time - for no good reason on top of that, a game made to hook addicted people. It's sad but true. Same people will be "wow but i like it", so i think it is good. Yup, good for them, nevertheless they are the minority who loves to play an unrewarding game. For every many i knew that liked d2, only a few like poe, whereas for every many i know that like poe, a lot more liked d2 if are old enough to have experienced it. The gaming population as a whole increased massively since d2 days, yet poe is hardly breaking D2 levels, indicating that the experience isn't as wholly captivating. I know this, and the reasons are partly what i explained in this post. Make no mistake, if something comes along on as high quality level as poe, but with a much more balanced focus and less overcomplex, then it will steal poe's place as number one, because poe does not have the full spectrum. PoE is the best.. but they won't realize that what i just said is right until it happens, and they aren't reaching out for it either, they are content to be arpg niche. What poe doesn't do well is let go. It punishes player experiences for the almigthy economy, the result of having all items completely tradeable. As the result, an honest player is playing an unrewarding game, paying the price for an naively idealistic view on how players should act. Also desync is another example of something that has plagued the game since forever, because they think the only way to avoid cheating, is to have all information send to their server so no clientside manipulation can take place - again the main weakness of the game is due to fear from cheaters, just as the drops suck due to fear from botters. I believe poe is a game. A game, it is about giving the optimal fun experience for the player. Real life worries there are plenty of, in the game you are supposed to create a fantasy world - a place of escapism where real life is void - not bring punishment due to the ways of reality. If you cannot create a game that can do that - then it isn't as masterful as the game that can. Damn, i don't even know why i am writing this i have never experience a person that could understand wtf i say if i didn't hold their damn hand through it. Just gonna leave this here and never look back. Now, gief 2.0 so i can unleash, i'm needing my next fix GGG! I am the light of the morning and the shadow on the wall, I am nothing and I am all.
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