nothing is valuable anymore

"
RestInPieces wrote:




2) That explains it all. You just want a happy-free-for-all playground - I want a game. Nostalgia purposes? What are you even talking about. I want a game in which my characters are not deleted. Not a freakin playground used as a dumping ground for temp leagues.


It is not that I necessarily want a free-for-all-playground. But you cant deny that in a permanent league where items are being found continuously, these will become cheaper and cheaper and cheaper. In the end for most people cheaper items means they can try out more stuff and experiment. Especially for a casual as you call yourself. So care to explain why any of this ‘items have no value’ got an impact on your gameplay?

"
RestInPieces wrote:


Other inflators are superficial ways to increase item drops and constant nerfs to drop rates and difficulty all because some people are spoiled and just want "everything". Even if I am casual I could live with some items being just a very long term goal or even a dream and never cried that I not everything was within my reach. Spoiled insta-gratification people is the word.



True, many people want insta-gratification. If you skim through this topic you already got more than enough proof. Luckily there still are items that are not so easily obtained and can fulfill your long term goal. One of these are league specific items that GGG stated are nigh impossible to find. Good luck finding one of these! Mirrors, albino feathers, fishing rods, godly rares, ...
Heart of Purity

Awarded 'Silverblade' to Talent Competition Winner 2020.
https://www.youtube.com/watch?v=NDFO4E5OKSE
I am one of the rare fair players/collectors.
"
Snorkle_uk wrote:


I feel like the game just isnt rewarding, at all, I cant bring myself to hate my life for weeks on end mfing 10 hours a day any more. Even if I did the items I used to find and sell for 10-20 exalts each are now worth 1 exalt, and no I dont find 4x as many, actually because Im not running a pure mf build that I hate playing I dont find any of them where I used to find quite a few. I used to find 2 or 3 exalts a week every week, now its like 3 every 6 months. So 4x as many mjolners drop, theyre worth 1/16 of what they were worth, I now find less of them and the exalts, which is what I actually want dont drop either.



Personally

Why do you want exalts? And should these become more obtainable for you?
Heart of Purity

Awarded 'Silverblade' to Talent Competition Winner 2020.
https://www.youtube.com/watch?v=NDFO4E5OKSE
I am one of the rare fair players/collectors.
to craft and buy items that sellers will only part with for many exalts because they also want to craft. I think exalts should become more obtainable for everyone. That isnt going to stop the prices, if theres 3x as many exalts the items will cost 3x more (maybe, maybe not tbh but lets go with it worst case scenario for conversation), but by having more drop its less extreme variance rng and gives a more equal distribution of exalt drops across the player base per hour played. If you want chaos or you want fusing etc and you look at putting in 50 hours playtime in a week its not down to rng if you will fidn a chaos or not, you know you will find chaos and have a rough idea how many that will hold up. You put in 50 hours how many exalts you gonna get? You might get 3, you might put in 500 hours and not get any, theres no motivation there to even bother trying if thats your goal because the variance is so extreme. Thats why so many players resort to forum gold and straight rmt, because its either that or play a build they hate that has high mf 10 hours a day every day for a month trading like a person possessed or spend 10 hours a day flipping items, theres no other way to get a steady income of exalts thats dependable for them and its this vicious circle where there unnatural illegal spending power then inflates the prices and fucks the rest of us even further. Im not saying those things wouldnt exist with higher drop rates, but I dont believe it would be nearly as bad if people could count on the time they spend legitamately farming actually rewarding them. The way this game is set up atm youd be forgiven for thinking GGG owns the rmt sites because theyve created the perfect storm for pushing players into real money trading.

And lets be real, prices dont really move that much, a rats nest for 2 exalts, its 2 exalts when exalts are 40c each and its still 2 when theyre 80c each. Exalts value doesnt change in most respects with their availability, what changes is the worth of everything else compared to them.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
The gist of what you say is true.

I think it was never the intention that a single orb would become the sole currency in PoE. And yet it happened. Exalted orbs are not a good currency simply because they are too rare. The velocity of circulation of these orbs is too low to fulfill that role. The only way to force them out of that role is to make them much less desirable. You can either change the mastercrafting cost to other types of orbs. (No idea why the multicraft mod was swapped from divines to exalts. Not a smart move.) Or you flood the market with them. Or both. But it is true that the current position is not a good one.

Since eternals are gone anyway, I dont see much of a problem if people actually start to craft more with exalted orbs (as they were originally designed to just do that). It is hit and miss anyway.
Heart of Purity

Awarded 'Silverblade' to Talent Competition Winner 2020.
https://www.youtube.com/watch?v=NDFO4E5OKSE
I am one of the rare fair players/collectors.
"
Snorkle_uk wrote:
I think exalts should become more obtainable for everyone.

Indeed. Make Exalted crafting more accessible, people get more attached to their items and feel proud with their creations, makes them feel better about the game. Perhaps Divine crafting as a way to fine-tune your items should be the most expensive or least common drop... Ok, well it is already the least common drop next to mirrors, yet it's still cheaper than Ex.

I agree that right now the progression is out of whack. I like that build-enabling uniques are more accessible, but at the same time the grind/mapping system and individual unique drops are far less satisfying. And I'd love to be able to craft with Ex, but screw that with the current drop rates and the fact that so many sellers refuse to accept anything but Ex.
Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616
Last edited by Tempada#2630 on Jan 2, 2016, 9:45:08 AM
I appreciate the thoughts put forward by your 2, and agree on the whole.


Im not entirely sure what exactly should be changed and what to, I have things I dont like, ie exalted drop rate is too low, no pressure should not be put on exalted orbs through master crafts rather much higher quantities of smaller currency should be sunk etc. But often I have a clear view of what I see is wrong with a thing and what exactly I would change, in this instance I have mixed feelings and grey areas on many of the issues, but I do feel that some things are out of whack.



Heres part of the thing for me. Arpgs, high variance rng drops, they go hand in hand, its essential to the genre. But I think its wrong for everything important to be high variance rng. Ok so lets look at diablo 3 on launch, forget what it became, Im gonna talk about what diablo 3 was when it first landed, when I spent a few 1000 hours grinding that game.

I never found an immortal kings chest, very rare set item, powerful, just never dropped for me. Thats great. I remember the day I found a quadfecta ring, flat damage, crit c, crit m, attack speed, dex, strength, that was the 6 mods. I checked auction house, ring was worth maybe 100x as much gold as I owned.... holy cow, this one in a million ring, amazing. These things I loved, never sold the ring, I still own it to this day.

When I logged in to diablo at the start of an 8 hour grind I didnt not expect to find a single good legendary or rare item, the variance was so high you couldnt even hope to find 1 per week. There was no motivation to play for these things, its wrong to call them a carrot, you see the carrot and chase it, there was no chasing these things for anyone but a fool. What you logged in for day in day out was currency and xp. These you could rely on, this is why you grind, gold and xp. You could work out roughly how much gold and xpo u were getting per hour, wasnt 100% consistent but consistent enough to serve as motivation to log in and play 8 hours. You hoped to find the IK chest, you dreamed the dream, but the logic side of your brain was grinding for the achievable, the consistent.


Where GGG go so wrong for me is taking xp and currency and turning them into Immortal Kings chests. They take what players need to feel like their time is worth it hour by hour and they completely destroy it with high variance rng. Now this is an amazing game, the builds, the items, the tree, its so amazing, so utterly amazing that the fucked up, completely warped and awful way GGG had their xp and currency systems set up that would have completely sunk any other arpg was suffered by the player base, although sometimes by saying "you know what? fuck you warped people Im gonna rmt my maps and my currency because this is bullshit and I wouldnt be playing your stupid game if I didnt do this". Almost literally if anyone remembers the infamous open letters to GGG posted by anonymous ladder pushers in open beta pleading for them to see sense.

Now the map system has changed a lot, they have realised that they cant hold their player base if they keep denying them access to xp, its fundamental to players playing the game that they get proper xp for the time they invest. But i dont think they get it, i think in their minds they are still right but the player base is a bunch of entitled children who they need to pander to in order to pay the bills. I dont think they see the problem, that their ideals of both access to xp and currency being lottery wins and not a given have cost them so much over the years. So many players have quit, so many hateful posts in the forums to the point where GGG wont even post in their own forums because of the mountain of hate that, if you look at it historically, has often revolved around the currency and xp issues Im talking about.

for these sort of games to work you have to reward players for their time, you cant have a game that does not offer you anything certain that has value to you for your hours invested. I think this game has survived on how amazing everything else is, it has survived despite the xp and currency rng abomination that has haunted its every step. Honestly after 3 years of endless bitching from many on the forums, myself included, I think xp is finally in a good spot. I dont want all rng taken out of currency and xp, far from it, but it has to be small to medium rng, not extreme odds.


Ultimately has it worked? Did they get what they wanted? Look at axns shop, look at hvr consistently hitting 100 at an unacceptable rate every time. Has it worked? No, its a complete failure, the gating of xp and crafting materials has absolutely failed to give the item and ladder racing aspects of the game the longevity they wanted and all they have done is massively hurt their game and enraged the player base at large while the elites have managed to consistently achieve everything GGG didnt want them to achieve. It failed, and it failed at a massive cost to this games community and popularity.





Thats how I see it, maybe Im wrong, maybe thats just an individual take, maybe Ill look back in 5 years and disagree with myself, I dunno. But thats how Ive felt about it for the last 3 years and I still feel that way. I dont want exalts to drop like candy, I want to have to put in the grind for them, but just that, grind, i want grind to be an option. It can never be the best option, trade will always yield far more, but I want a reason to log in right now and grind, not be here saying this because I cant bare to open the bloody game and play a map because its a worthless waste of my time to play this amazing game that I love dearly.


I love all you people on the forums, we can disagree but still be friends and respect each other :)
"
S3ph1r0th wrote:


-Grim dawn already has a lot more features/content and similar (if not more) level of complexity (without being "dumb" like poe is, nor being an illusion)

from someone who played GD for a good amount, this simply isn't true. grim dawn has merely a fraction of content of poe has. until b29 it had exactly one endgame dungeon (SoT) which was relatively easy for most well-constructed builds (and now it has two with content-complete), and the only other endgame feature is farming nemesis which comes after grinding factions (aka master grinding in poe, only much faster)

grim dawn doesnt really have content to play for thousands of hours
"
Snorkle_uk
Spoiler
"
Snorkle_uk wrote:
I appreciate the thoughts put forward by your 2, and agree on the whole.


Im not entirely sure what exactly should be changed and what to, I have things I dont like, ie exalted drop rate is too low, no pressure should not be put on exalted orbs through master crafts rather much higher quantities of smaller currency should be sunk etc. But often I have a clear view of what I see is wrong with a thing and what exactly I would change, in this instance I have mixed feelings and grey areas on many of the issues, but I do feel that some things are out of whack.



Heres part of the thing for me. Arpgs, high variance rng drops, they go hand in hand, its essential to the genre. But I think its wrong for everything important to be high variance rng. Ok so lets look at diablo 3 on launch, forget what it became, Im gonna talk about what diablo 3 was when it first landed, when I spent a few 1000 hours grinding that game.

I never found an immortal kings chest, very rare set item, powerful, just never dropped for me. Thats great. I remember the day I found a quadfecta ring, flat damage, crit c, crit m, attack speed, dex, strength, that was the 6 mods. I checked auction house, ring was worth maybe 100x as much gold as I owned.... holy cow, this one in a million ring, amazing. These things I loved, never sold the ring, I still own it to this day.

When I logged in to diablo at the start of an 8 hour grind I didnt not expect to find a single good legendary or rare item, the variance was so high you couldnt even hope to find 1 per week. There was no motivation to play for these things, its wrong to call them a carrot, you see the carrot and chase it, there was no chasing these things for anyone but a fool. What you logged in for day in day out was currency and xp. These you could rely on, this is why you grind, gold and xp. You could work out roughly how much gold and xpo u were getting per hour, wasnt 100% consistent but consistent enough to serve as motivation to log in and play 8 hours. You hoped to find the IK chest, you dreamed the dream, but the logic side of your brain was grinding for the achievable, the consistent.


Where GGG go so wrong for me is taking xp and currency and turning them into Immortal Kings chests. They take what players need to feel like their time is worth it hour by hour and they completely destroy it with high variance rng. Now this is an amazing game, the builds, the items, the tree, its so amazing, so utterly amazing that the fucked up, completely warped and awful way GGG had their xp and currency systems set up that would have completely sunk any other arpg was suffered by the player base, although sometimes by saying "you know what? fuck you warped people Im gonna rmt my maps and my currency because this is bullshit and I wouldnt be playing your stupid game if I didnt do this". Almost literally if anyone remembers the infamous open letters to GGG posted by anonymous ladder pushers in open beta pleading for them to see sense.

Now the map system has changed a lot, they have realised that they cant hold their player base if they keep denying them access to xp, its fundamental to players playing the game that they get proper xp for the time they invest. But i dont think they get it, i think in their minds they are still right but the player base is a bunch of entitled children who they need to pander to in order to pay the bills. I dont think they see the problem, that their ideals of both access to xp and currency being lottery wins and not a given have cost them so much over the years. So many players have quit, so many hateful posts in the forums to the point where GGG wont even post in their own forums because of the mountain of hate that, if you look at it historically, has often revolved around the currency and xp issues Im talking about.

for these sort of games to work you have to reward players for their time, you cant have a game that does not offer you anything certain that has value to you for your hours invested. I think this game has survived on how amazing everything else is, it has survived despite the xp and currency rng abomination that has haunted its every step. Honestly after 3 years of endless bitching from many on the forums, myself included, I think xp is finally in a good spot. I dont want all rng taken out of currency and xp, far from it, but it has to be small to medium rng, not extreme odds.


Ultimately has it worked? Did they get what they wanted? Look at axns shop, look at hvr consistently hitting 100 at an unacceptable rate every time. Has it worked? No, its a complete failure, the gating of xp and crafting materials has absolutely failed to give the item and ladder racing aspects of the game the longevity they wanted and all they have done is massively hurt their game and enraged the player base at large while the elites have managed to consistently achieve everything GGG didnt want them to achieve. It failed, and it failed at a massive cost to this games community and popularity.





Thats how I see it, maybe Im wrong, maybe thats just an individual take, maybe Ill look back in 5 years and disagree with myself, I dunno. But thats how Ive felt about it for the last 3 years and I still feel that way. I dont want exalts to drop like candy, I want to have to put in the grind for them, but just that, grind, i want grind to be an option. It can never be the best option, trade will always yield far more, but I want a reason to log in right now and grind, not be here saying this because I cant bare to open the bloody game and play a map because its a worthless waste of my time to play this amazing game that I love dearly.




You'd be surprised to know that even a lowbie casual like me agrees with your thoughts here.
Good post. Really enjoyed the read and perspective.
"
Snorkle_uk wrote:

Now the map system has changed a lot, they have realised that they cant hold their player base if they keep denying them access to xp, its fundamental to players playing the game that they get proper xp for the time they invest. But i dont think they get it, i think in their minds they are still right but the player base is a bunch of entitled children who they need to pander to in order to pay the bills.

and whats so wrong with their view ? it has a right to exist, and for good reasons. the majority of players DO behave like entitled children.

majority of players will always want more drops. majority of players will always want more currency drops. majority of players will always 'want' for their favorite builds to be very good, and will be very biased against balance changes. majority of players will always oppose any kind of gating.

majority players' wishes are the opposite of 'balanced' game. their whole motivation and thoughts can be summed up in two words "I wanna". that's exactly the mindset of an entitled, spoiled brat. point to the toy in the store and yell "I wanna". yell "I wanna" when a cool toy is taken away. Yell "I wanna" when seeing a cool toy you don't have in hands of another kid.

PoE isnt a single-player moddable game like, say, torchlight or grim dawn. in those games you can custom as much "I wanna"'s as a mind seems fit.
"
grepman wrote:


grim dawn doesnt really have content to play for thousands of hours

Spoiler

Neither does poe. You choose to do so by trying different builds.

The same applies to GD, especially now that the official release is upon us. Modders will do an incredible job like they did with TQ.
Last edited by S3ph1r0th#1392 on Jan 2, 2016, 4:43:56 PM

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