The suggestion blogpost / rant.

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Boem wrote:
^This thread has just set sail to tin-foil-hat island, speedy travels participants!



Pot, kettle, black.

Thanks for playing though.
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Cyzax wrote:
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Arthikas wrote:
Bullshit. The RNG is not truly random but is weighted or skewed, meaning the game sees what you have and adjusts drop quality relative to your gear and build to slow your progress...coincidentally right around the time you can start mapping. Any monkey that plays awhile could see it.

Insert any troll shit here~


Surprised you're not put on probation really, all I see is you trolling 24/7, deliver literally nothing to the conversation aswell, than "I'm lucky, therefore the game is perfectly fine".

@Thread, surprised nobody brought up the Guild/MTX thing, I see it daily being discussed, but different opinions on it.
Participated in the working of the Dyadus Avatar of Fire Templar:
http://www.pathofexile.com/forum/view-thread/896505
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Derpey wrote:
...all I see is you trolling 24/7, deliver literally nothing to the conversation aswell, than "I'm lucky, therefore the game is perfectly fine".

Pointing out that what you suggest (drop rates) is not the reason for your problems is not trolling... even if you don't want to hear it.

If you had read my posts, you'd have realised this is not about me being 'lucky', but in the unjustified expectation that you can still find 'good' stuff when you've short-circuited the progression by trading on the market. Anyone who doesn't short-circuit himself will find item upgrades.

Upping the drop rates will not work in ANY game that has a functioning market! The market will be able to supply anything, but if the amount if supply overshadow demand, the game becomes clogged with the 'best' items, and the economy goes down the drain.

To counteract that, any game which allows exchange of items between players will have to make a lot of items so rare that the average player will never see any of them drop. If you then buy one of them, of course you'll never find an upgrade!

Changing drop rates will not change anything fundamental, because the game economy will just adjust around it (unless you ruin that economy). Items are 'expensive' because they're rare. Changing drop rates of some currency items will not make them less rare, but will just force the price up.

I'll criticise GGG when they deserve it, for example the balancing of the last half of A4. The game economy however is about as well run as it can be for a game where items doesn't get 'used up while being used'. If items got 'used up', then they could up the drop rates a lot for the rarest items, but there'd be too much crying.
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Cyzax wrote:

If you had read my posts, you'd have realised this is not about me being 'lucky', but in the unjustified expectation that you can still find 'good' stuff when you've short-circuited the progression by trading on the market. Anyone who doesn't short-circuit himself will find item upgrades.




Conveniently, you've omitted a few important points.

Yeah, they'll find decent upgrades...maybe...and at such a slow pace the grind would be 100's of hours, and always with a useless stat or two they don't need that fairly gimps the build. Meanwhile, constant death/loss of XP and more grinding, especially with the 2.0 random spike dmg we have now.

Even with somewhat "optimal" gear, they'll still hit a wall somewhere in the 80's, not just from gear but from map level scarcity and lack of currency to support higher rolled mapping.

Then they can play Path of Trading Boredom and/or Path of Party Lag and Low FPS Frustration.

GG.


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Arthikas wrote:
Yeah, they'll find decent upgrades...maybe...and at such a slow pace the grind would be 100's of hours, and always with a useless stat or two they don't need that fairly gimps the build. Meanwhile, constant death/loss of XP and more grinding, especially with the 2.0 random spike dmg we have now.

There is no 'maybe' about it... They'll find more decent/good gear than anyone who short-circuited the finding-progression (and the complaint was not finding upgrades, remember). 'Decent' or 'good' is relative to what you have, not what is possible. It doesn't matter that the found stuff isn't 'perfect'.

There is absolutely no difference in the fun of running L70 content with gear suited for L70, and running L80 content with gear suited for L80. Fun is the objective, isn't it?
Does it matter whether you lose XP dues to deaths at L80 instead of L90 (apart from the 'grinding' recovery will be less)?

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Arthikas wrote:
Even with somewhat "optimal" gear, they'll still hit a wall somewhere in the 80's, not just from gear but from map level scarcity and lack of currency to support higher rolled mapping.

Yeah, they'll hit 'the wall' sooner, but at a map level they can sustain, and where they don't need to spend wast amount of currency... why does it matter whether 'the wall' is at L80 or L90?
...and then it is time to start another character who can try out a different build (and will find stuff for both characters, and so on) :-)

In other words, they'll be having at least the same amount of fun! Probably much more since all the grind complained about above will essentially not be there!

I play that way... Sure, I can't run L80+ maps all the time, but why should that bother me? I'm probably having more fun running L70-75 (with the occasional higher one when I get them)!

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The finding progression in any game based on RNG will be as I described in the 2nd post in this thread (the mathematics behind RNG dictates it). There is no way around it!

The only way to avoid it will be to have easy item drops (in which case you'll have perfect gear within a 'short' while after which there is nothing to strive for) and no viable economy (and it is quite clear that GGG want the game to have an economy). Even worse you could have an entirely scripted progression (like those horrible Microsoft RPG's some years back, Dungeon Siege I think the name was), but then you'd have a single-player (or at most small-group) game which would be boring after a couple of run-throughs.

Given that GGG by design seem to want this game to both have an economy as well as being replayable, there is no way they can have easy items drops as that would preclude those two prerequisites.
It's not about "easy" item drops, which you're taking to an extreme to support a silly argument. It's GGG wanting players to do punishing grinds that makes seeing endgame very unlikely for most players.

This makes it easy for GGG since they'd have to put out more new content more often. Also, the longer you can keep someone grinding away, the more likely they'll spend money on MTX pixels.

GGG is becoming more and more like Blizzard every day. You don't need a wall of text to figure that out.

Last edited by Arthikas#4126 on Aug 18, 2015, 12:30:28 AM
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Derpey wrote:
- Restorative Tempest REMOVED from all Zones involving mandatory Act Bosses.

This should have already happened. Can you provide a recent example of it not being the case?
Gameplay & Level Design
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Its pretty funny, how a game can have the same issue like real live. Trading your stuff with more than less worthless curency (money) and it always turns out that way (D3).
Only item for item trading could help, because everyone sees the equivalent of his offer, right away.
5times more items doesnt mean 5times more prize, because there are not 5times more player, the prize would indeed go down.
Its about the ratio between garbage and realy good, my oppinion 20-30% is appropriet.
In D3 vanilla, casual had about 200k dps and the rmt/nerds about 400k+, about 100% ratio, and no one liked it. In poe i feel like its way higher, not only items, builds aswell.
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Dan_GGG wrote:
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Derpey wrote:
- Restorative Tempest REMOVED from all Zones involving mandatory Act Bosses.

This should have already happened. Can you provide a recent example of it not being the case?


Piety in The Belly of the Beast had Restorative for some reason, but it's some time ago.

@Cyzax:
I'm not even sure why I bother with you, you're obviously one of those fanboys towards trading, but get it into your thick skull not everybody enjoys it. It's boring and people rather play the actual game, than getting punished for "crafting" with the currencies the game have.

Atm I don't even bother with PoE anymore, I try to be optimistic about the game, but everytime I get to that part where I just need a 5L and up to progress, I hit the brickwall. The game is literally just decided by a dice roll, and it's a really bad way of adding a "challenge" to "progress".

Next we got all these badly done Map Bosses which people skip for obvious reasons, I doubt GGG ever have sat down and talked about what overtuned is.

I think it's just about time I find another game, PoE is really not what I fell in love with anymore, it only speak to those who want to go full 24/7 on it and trade for ridicolous long time, I was that person back in Nemesis and a bit in Beyond, but I've had enough of an economy disguised of horrendous droprate just so people can be slowed down in progression, which isn't even happening, we're still rushing through the content, which is what should be looked into.
Participated in the working of the Dyadus Avatar of Fire Templar:
http://www.pathofexile.com/forum/view-thread/896505

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