ProjectPT: "we're not rewarded for challenges...

we're actually rewarded for avoiding challenges as efficiently as possible."

By challenges, he's talking about challenging content and map mods, not league challenges.

This was probably the most poignant line I've heard from the "Lioneye's Watch Podcast" (which I'm still listening to and making a big post about). It's a sentiment I've heard, and even expressed myself, but never so succinctly and in a way that cuts right to the point that this problem, insofar as you see it as a problem, is one of GGG's creation, and one that they alone can remedy.

Last bumped on Aug 17, 2016, 7:47:29 AM
This thread has been automatically archived. Replies are disabled.
Agreed. Best gear (or increase the dropped items to have t0/t1 mods) should come from hardest content. Double boss triple curse no regen core map should be far more rewarding than high ilvl bases...

Last edited by SpanishMonarch#1574 on Aug 15, 2016, 4:18:06 PM
it's so sad that ggg doesn't transfer money on our bank accounts but only gives monsterous treasures, overpowered bows, more exile, free tempests for more loot.

fully agree!!!111

---

i'm sick of the hate and negativity here. there is a line between arguments and just opposition for the sake of it

can i have another community please?

off before: "go to reddit", i've ever been there, ot's not really better.
age and treachery will triumph over youth and skill!
Yeah he went on to give an example, and I'll put some words in his mouth as well here, the 'your map will have devourers' Prophecy. You just skip it. Avoid it. Why? Because there's no reward tied to it. If the prophecy instead read "your map will be inhabited by devourers and the mega boss devourer will drop 10 orbs of fusing" how many people seal it then? Some, to be sure, but fewer.
"
vio wrote:
it's so sad that ggg doesn't transfer money on our bank accounts but only gives monsterous treasures, overpowered bows, more exile, free tempests for more loot.

fully agree!!!111

---

i'm sick of the hate and negativity here. there is a line between arguments and just opposition for the sake of it

can i have another community please?

off before: "go to reddit", i've ever been there, ot's not really better.


You should stay tuned for my next post (there will be positivity, and constructive talk), but I was glad to see a PoE 'pro' in this case say something I've been thinking for a while now. The difference in reward between a 6 property map and an 8 property map feels negligible. Even if the resulting difficulty spike can be quite large.
I agree with the sentiment, but risk/reward balance is about impossible to do in an rng game. You could guarantee certain rewards but that doesn't fit with the random drop nature of the game. They try to do it with increasing IIQ for harder content. But you can still end up not getting anything of value. If I were to change anything, I might increase the inherent IIQ of certain maps. The ones with the more risky bosses. But if your goal is xp/hr, drops aren't really what you're working for. I guess maybe increasing the xp bosses give would solve that. When I played D2 the only way to get XP on a high level character was running the final boss. So maybe change the experience distribution in maps to give more weight to the boss and less to the white mobs. I dunno. Just thinking out loud.
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
"
mark1030 wrote:
I agree with the sentiment, but risk/reward balance is about impossible to do in an rng game.


I agree with a lot of what you said. One thing I've had in mind is that at certain thresholds, the IIQ+IIR that the next mod adds is multiplied by 1.5. So mods 1-4 operate as they currently do. Adding a 5th property (say Fleet) would normally add 16% IIQ/R. Instead it adds 22%. And then when you get to property 8 the multiplier is 2.0. The mods are dangerous often because of how they stack with each other and the danger stacking isn't linear, so a linear reward line doesn't make sense.

82% monster damage added as cold? Whatever. Now you combine it with fleet and added lightning and you could be deep in the shit. The danger went up by 1000% or more, but your IIQ went up like 25%. And your clear speed went down, so you're losing even more.
"
innervation wrote:
"
mark1030 wrote:
I agree with the sentiment, but risk/reward balance is about impossible to do in an rng game.


I agree with a lot of what you said. One thing I've had in mind is that at certain thresholds, the IIQ+IIR that the next mod adds is multiplied by 1.5. So mods 1-4 operate as they currently do. Adding a 5th property (say Fleet) would normally add 16% IIQ/R. Instead it adds 22%. And then when you get to property 8 the multiplier is 2.0. The mods are dangerous often because of how they stack with each other and the danger stacking isn't linear, so a linear reward line doesn't make sense.

82% monster damage added as cold? Whatever. Now you combine it with fleet and added lightning and you could be deep in the shit. The danger went up by 1000% or more, but your IIQ went up like 25%. And your clear speed went down, so you're losing even more.
That's something I never thought of, but you make perfect sense to me. Nonlinear IIQ/IIR does better reward the higher risk of more mods. I like it!
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
This game doesn't reward anyone who doesn't pay money.

Just sayin'.
IGN:Vennttorr - Level 100 Witch - 1st Witch to 100.

My mirror service thread: http://www.pathofexile.com/forum/view-thread/811499

My Crit Arc build: http://www.pathofexile.com/forum/view-thread/1090691 -- Updated
The risk/reward is definitely heavily skewed in this game and it has been that way for awhile. I doubt it is going to change any time soon, sadly.

Many of us will continue to do challenging content over efficiency just because that is what we find enjoyable. However, it is always a shame to know you are gimping yourself by actually attempting difficult task at huge risks and you won't have much to show for it on the other end.

However, no matter how they do it. The majority of players will always go for the most efficient and easiest option. I think that is the nature of most games.
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00

Report Forum Post

Report Account:

Report Type

Additional Info