SET FREE THE ASCENDANCY POINTS (or rework the lab) [New ascension methods/lab rework ideas]

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Kellog wrote:
The games growth has absolutely nothing to do with the lab. I would imaging the majority of new players don't even know of it's existence.

I think his point is more that it isn't hampering its growth, as the lab is accused of 'ruining the game' and being the 'harbinger of downfall' often enough.

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Kellog wrote:
You keep using this specious argument and it just doesn't hold water. These quests don't remove a player from the main game, they also don't require knowledge of traps and other Prince of Persia like nonsense.

Quests for bonus points give you more of something you're already getting but don't remove you from the game. Ascending removes you from the game but gives you something you can't get in the game otherwise. Seems fair to me and the amount of power you're getting is relative to the time spent on either.

Though we could say that both technically halt your campaign progress. Does it really matter if you're doing it in an area that is closely connected to the compulsory section or a bit further? Not that either is exactly hard to reach.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Jul 23, 2017, 8:13:36 AM
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Fruz wrote:
Granted, those other side quests are much quicker and easier than the lab, but it does not remove the fact that it is the only reason why people do those.

So you are comparing quest like Deshret to the lab? That they are the same "carrots"?
Lol. I can't even say how much BS this statement is.
All those quests you are doing when you are in the location already (sometimes even earlier than the main quest line depending on the map RNG).
Hell, when I was in A4 first I did not even know Deshret was some kind of quest. Just when later I went to Tasuni with some DivCards I learned that there is any reward for it.

"War's over, soldier. You just don't know it yet. Everybody lost."
Last edited by Nishrek#6401 on Jul 23, 2017, 8:19:43 AM
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Nishrek wrote:
So you are comparing quest like Deshret to the lab? That they are the same "carrots"?
Lol. I can't even say how much BS this statement is.

So, you are basically saying there that you're killing deep dweller and fetching allflame because it's interesting and fun. Of course it's a carrot, just a smaller one on a shorter stick but the concept is the same.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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raics wrote:
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Kellog wrote:
The games growth has absolutely nothing to do with the lab. I would imaging the majority of new players don't even know of it's existence.

I think his point is more that it isn't hampering its growth, as the lab is accused of 'ruining the game' and being the 'harbinger of downfall' often enough.


That's fair enough. I also don't see the growth being affected by the inclusion of the lab. I also wouldn't say it's ruined the game or will be it's downfall. For me personally, it's just something that has to be done, a bit like trips to the Dentist.

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Quests for bonus points give you more of something you're already getting but don't remove you from the game. Ascending removes you from the game but gives you something you can't get in the game otherwise. Seems fair to me and the amount of power you're getting is relative to the time spent on either.


I have no issue with having to run separate maps/regions/whatever to receive additional goodies and as far as I'm concerned, GGG could make it as hard as they wish. What I do object to are the ridiculous machinations involved in getting to the good bits.

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Though we could say that both technically halt your campaign progress. Does it really matter if you're doing it in an area that is closely connected to the compulsory section or a bit further? Not that either is exactly hard to reach.


In terms of the ongoing discussion, I think it does matter. Taking a small detour to complete an inline quest is just not the same as running the lab. The lab is more akin to running maps, however, if something goes tits-up in the lab, it's time to start over. That in itself is a major cause of frustration. Then there's all the playground attractions to get through, which for some may be a breeze but for many others they're an asinine irritation.

Last edited by Kellog#5737 on Jul 23, 2017, 8:46:10 AM
The whole game is "carrot/stick" ... RPGs are "go here, kill this/get this/destroy this/take this thing here" and get experience/gold/items to make yourself stronger (or advance a storyline.)

There is no issue with the allflame or deshret or deep dweller because they're just normal gameplay quests with better rewards. There IS an issue with the Labyrinth because it's a mini-game, where the obstacles involved ignore most of your character building and the gameplay becomes avoid trap, instead of kill monster. It's very different in key ways. And since it ignores so much of your build choices, I even say it's not a challenge that proves you're good at playing PoE, you're just good at playing Labyrinth.

There's the difference.

My messages are mainly for GGG, and I don't care how many other posters agree or disagree. I find this to be a design problem for PoE, in context with the rest of the game's content. It does ruin PoE for many people -- not enough for GGG to do much about it, yet... but I think it finds itself on the same irritation list that "repeating the game 3 times" found itself on, and we'll eventually see bigger changes, and hopefully, an alternative provided.


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Zaludoz wrote:
There is no issue with the allflame or deshret or deep dweller because they're just normal gameplay quests with better rewards. There IS an issue with the Labyrinth because it's a mini-game, where the obstacles involved ignore most of your character building and the gameplay becomes avoid trap, instead of kill monster.

Now why am I not surprised at seeing nobody raising a fuss because Ascendancy bonuses are different from the normal quest rewards and it's a crime against nature that labyrinth is different from normal quests. I understand, it's a minor detail, easily slips through the cracks.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Jul 23, 2017, 9:40:51 AM
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raics wrote:
So, you are basically saying there that you're killing deep dweller and fetching allflame because it's interesting and fun.

Yes I do. Fetching deep dweller is 100% the same gameplay, as rest of PoE (especially if you play 1st time)
Killing monsters, exploring places and getting loot is fun. It is what aRPG is about.
Also I often find Allflame before Merivell caves, because of random map
BTW I've already shown you an example of Deshret, why she is not a "carrot"
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raics wrote:
Now why am I not surprised at seeing nobody raising a fuss because Ascendancy bonuses are different from the normal quest rewards and it's a crime against nature that labyrinth is different from normal quests.

Maybe because getting rewards from quests is an inherent and obvious thing in H&S game. Playing platform minigames is not.
"War's over, soldier. You just don't know it yet. Everybody lost."
Last edited by Nishrek#6401 on Jul 23, 2017, 10:34:08 AM
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Nishrek wrote:
BTW I've already shown you an example of Deshret, why she is not a "carrot"

What a coincidence, I'm also freeing her out of the goodness of my heart.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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Fruz wrote:

@Phrazz : I was refering to this :
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Phrazz wrote:
traps ARE associated with platform games. Trap gameplay are something a lot of us feel doesn't belong in this genre

Maybe I should have said "traps are not completely foreign to arpgs, at all" instead.


I know you were referring to that, but when you "paraphrase"/interpret WRONG, you make it seem like I said something I didn't. So yes, better this time around.

And when it come to all these "liars" - you know there can be lots of people finding the lab hard and needs help, while A LOT of people finds it easy? Let me ask you directly; How many players claiming to find the lab easy, have YOU proven to be liars?
Bring me some coffee and I'll bring you a smile.
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Turtledove wrote:
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j33bus wrote:
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Turtledove wrote:

If you think that is a quote referring to some assumption that I'm making about people liking labyrinth then you are mistaken. It is not.

The study was that for every person that complained there would be 25 people with the same complaint but just never bothered to complain. Therefore that would mean that for every person that complained about labyrinth there would 25 more people would have the same complaint but just never bothered to complain. That means multiplying by 25 NOT dividing by 25. This seems to be another example that indicates you don't have a knack for mathematics.



Ok so I thought I was going to give up trying to explain this but it turns out I was wrong.

The "25 number" come from the idea that 96% of people who have a complaint don't care enough to say anything. On the other hand your 0.5% number is the estimated percent of people who post on the forum. The point is that that the 0.5% number is not a number you want (and yes i know it's just a guess, what I'm saying is what you're trying to guess isn't the correct idea). This is because just because someone doesn't provide feedback doesn't mean that they don't know that they can provide feedback.

The way you're doing the calculation, you define the total population to be the total number of PoE users, which is correct, and your sampled population to be people who have posted on the forum. However, what is the distinction between people who post once, and people who don't post but know that they could?

The 25 number is a research motivated correction to change your sample definition from "people who have said something" to "people who could have said something" which is the correct denominator to use, because just because someone hasn't said anything doesn't mean that they couldn't have voiced their opinion if they wanted to, which is the key difference between a proper survey and dealing with uncontrolled feedback like this.

So instead of your extrapolation of (anti-lab people)/(% of forum users) it's actually (anti-lab people)/((% of users who know about the forum)*(complaining likelihood)

So you want 910/(0.04*(forum accounts/(forum accounts+unlinked steam accounts))

Of course your 910 number also conflates a lot of different types of complaints about the lab to the point that using it to draw any sort of conclusion is pretty meaningless. After all there's no real point in lumping together thoughts about minor balance changes, and claims that the entire thing should be scraped.


The link that you pointed to indicated that a study indicated that for every person that voiced a complaint you might expect 25 people had the same problem but didn't voice their complaint. Now, of course, that 25 number I'd expect to be different in retail versus landscaping versus video games though. But I don't consider that detail very important. Can you link to the place where it means something different from that? Also I don't remember seeing a 96% figure?

I don't understand what you mean when you said, "However, what is the distinction between people who post once, and people who don't post but know that they could?"

At least I think that might be the explanation as to why you think a simple ratio won't work in this case? Meaning that it is unclear to me why you've complicated the equation? Perhaps it's a different way to get at the same answer but that is unclear to me?

Here's my proposed equation again and how it might be derived.

914/total-in-base-with-similar-view = 0.5% which is our hypothetical ratio being used for posters/total-in-base

then simple algebra gets you

914/0.5% = total-in-base-with-similar-view


The idea is that the group you are sampling is not everyone who uses the forum, it's everyone who knows that they can use the forum, which is everyone who has ever been to this website, because you do not want the ratio of posters/total-on-base you want the ratio of
(people who have the potential to post)/(total in base) 0.04 is the ratio between
(people who have the potential to post)/(number of posters) because even if people don't post at all they still have the potential to voice their opinion, and have chosen not to, but they have still been sampled from.

The point is that you defined the population you sampled from incorrectly, you defined your sample as "people who provided feedback" but what your really sampled from is "people who know they can provide feedback" because if I know I can provide feedback and choose not to I'm still being sampled from. So "people who provided feedback" isn't a meaningful sample population.

The point is that the simple algebra you're using is too simple for the way the data has been collected and leads to an incorrect estimation of the total population.
Last edited by j33bus#3399 on Jul 23, 2017, 1:06:12 PM

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