ProjectPT: "we're not rewarded for challenges...
Unfortunately progressquest is what the group that's actually listened to wants, and it's what they get. We clearly need a PoE wherein the way to get 100, and most other things you'd want, is to play Gorge run after run day after day all season long. That's why we're getting T14 Gorges instead of a revamp that makes Core maps attractive by actually rewarding significantly more than you can possibly get out of a Gorge.
And I hate it. Atlas of Worlds looks like the biggest flop expansion yet... People who don't like the Labyrinth are not a minority: Be heard - say you don't like it in your signature. Don't leave complaining about lab to others - GGG needs to see how many people dislike it. Ascendancy must be gated on true ARPG content, not a poorly-crafted internet Legend of Zelda wannabe.
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The risk/reward ratio is set assuming you're going to be primarily rewarding yourself through trade. The content regardless of difficulty has a relatively even distribution of low value rewards that are intend to be exchanged to something more valuable and more specific than rng alone could allow for.
This does mean it will always be more efficient to ignore outliers in difficulty relative to your build. So bottom line difficulty ≠ reward because economy. Which isn't anything new. Edit: I'm not saying this is bad or negative. In fact this is one of the defining unique feature of PoE and to change this would change how PoE feels to play which I wouldn't want. Last edited by GeorgAnatoly#4189 on Aug 15, 2016, 6:08:28 PM
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I agree with PT to an extent on that one.
I think its getting better, uber lab for example has really good risk vs reward balance imo in terms of the loots and enchants at the end from a repeated grinding view point, putting the whole ascendacy aspect to one side. Its not all bad, its not even mostly bad imo, but theres examples of some bad in there still and sometimes in places where we could do with things being good. Rolling maps is pretty bullshit tbh in terms of cost and risk vs what you actually get back. Run 4 yellow maps with hellish mods for no real return, then run a 2 easy mod blue map and get 4x +1 map drops, rng is rng, risk vs reward is just non existent. I get an extra invent of vendor rares that made me 4 alterations and I found an extra chaos in each yellow map... ok, what did I spend rolling each of them? 4 chis, 1 alch, 2 chaos + 3 chaos zana mod... ya risk vs reward... lel. Its cost + risk vs a lottery tickets hope in hell of a reward. Adding the extra map drops to bosses was a good start at solving some of mappings issues in this regard. Abaxoth. Why would you kill Abaxoth or any or the beyond demons? Cant even drop maps, maybe you get a handful of rare items worth about 1.5 alts when u vendor them. Same reward you get for killing a pack of blue skeles in merciless docks. We are talking in another thread about merciless malachai, and why anyone would bother killing him and completing the actual game? I think the devs dont rly appreciate just how worthless the amount of rng in orb and rare items has made these things in the minds of players as a potential reward. I like the high rng of rare item rolls, I like that we have varying values of currency etc, but the problem becomes when you still think of these things as rewards that will make each instance of taking a risk feel like its worth it. They dont, theyre too random. If I decide to sit down and map for the next 2 hours I cant realistically expect to find anything of any value to me basically, its unlikely Ill even break even currency wise on what i spend rolling the maps. In other games you will find roughly X gold per hour, and you certainly wont be spending more gold to play than you find, thats an absurd idea outside of poe. In this game I dont find x currency per hour on average, its all over the place, 99% of the time I find next to nothing and then I randomly find 2 exalts in 1 hour. Theres nothing to make me want to play for 2 hours, to motivate me to play that day in terms of currency drops. You treat them like extreme variance rares, expect nothing hour by hour, or even day by day, but play for 200 hours and somewhere in there rng will happen, probably. Other games loot is random, not as random as this game (thats why their loot is shit too tho), but currency and xp are consistent. In this game currency and rares are random, the only consistent thing worth playing for day by day, your motivation to log on is xp, thats all you are guaranteed to get that day. Expect when you cant because map drops and even that bit, the only thing left can be totally fucked into a pool of rng hell. A lot less so now, honestly maps seem to drop like candy now in my opinion and zana sells you t11s, thats not a gripe I have with the game any more. And then you get a league like perandus where they are giving out insane rewards, but theyre not really tied to risk and theres still a lot of risk in the game that the devs seem to refuse to give even an adequate reward to, and I wonder at that mentality. I feel that it maybe stems from them not seeing the 'rewards' in the same light we do because theyre looking more at the big picture and not minute by minute risk vs reward in the mind of a journeyman player whos just going to laugh at the idea that regular item drops, currency drops or xp are worth any real risk, because they can get those chaining blue t8-10s. Im the sort of person who, for the most, is happy with the idea of playing 200 hours and then another 200 hours and then another and stuff is happening somewhere in there. But I do feel the bite of worthlessness in a given days play at times and I can empathise with those who are more time constrained than I am. I would also like a reason to take more risks tbh because that makes the game fun. Why am I going to play a -max double extra as ele map where a vol blood can 1 shot a 12k es char? Zero incentive. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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" the lower part of the post wasn't really directed at you, it's more of a general rant. all that bad talking of mechanics, labyrinth and stuff, if i were a ggg developer i would avoid the forums like cats the water. and i must admit that i didn't listen to projectPT's podcast before ranting because for some prophecies to be good there naturally need to be alot of bad prophecies, which you avoid. and i also agree to your suggestion of substantially more rewards for difficult maps. i think it was slayer who brought it up some years ago ... to no avail of course. age and treachery will triumph over youth and skill!
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Came in here to ask seriously why map bosses aren't the primary source of maps? Why are map bosses such a non-event?
I get that GGG like a faster paced game, I do too. The pace can be tempered by gating maps behind climactic battles. gitgud exiles gitgud.
Wow, two excellent posts
" " IGN: Victory_Or_Sovngarde
It's not a 13 week development cycle, it's a 13 week supporter-pack cycle. You can play any build you want, as long as it's the current meta. |
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I agree with this difficulty bypassing.
These issues are pretty deep. It might be difficult to solve them and some solution may go against ggg politics (like there always must be new, strong meta builds). But it would be foolish to not attempt fixing it at least at some extent. I guess we should at least point out precise problems and throw fix various suggestions. *prophecies. As mentioned, good chunk of them can be disposed. Fill your prophecies ring, jump through waypoints or create 5-10 various white tier maps, and as a result half of the bad prophecies will be disposed, remaining ones can be plucked out with coins, swift ones can be simply done. -pretty tricky to remove this bad prophecy disposing. I guess smth like- after inserting prophecy into the slot, slot should receive timer during which would add additional coin cost for the next inserted prophecy into the same slot, cost would depend on time elapsed. Like after you got prophecy in nr. 1 slot, inserting another one in same slot (nr. 1) in first 5 mins it would cost additional 10 coins (as penalty), after 10 mins 5 coins, after 20 mins zero extra coins. This should reduce reckless greedy prophecy disposing. *map mods is another story. Some builds are punished by almost all map mods and some bypasses most of them (like essence drain)- it's chaos, unaffected by temp chains, resistances, end charges, etc. Thou it isn't as popular for some reason. And builds them self are unequal in power. To solve this it requires quite a lot of research. *map bosses. bladefall mines vs unpopular skills. I assume bosses will not be changed, maybe the new ones only. Skill itself might be changed, but how? -maybe smth like CoC's internal cooldown against same targets (like 0.2 sec?), during cooldown if mine would not find other target, it would not detonate. |
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I told u, ProjectPT make true feedbacks!
The most dangerous map that I try on Prophecy league was merveil on a corrupted necropolis Double boss less max ele resis extra projectiles extra lightning damage chance crit crit multi unique boss damage well I die on this day, I try this map for challenger, my friends on TS said, dont do this, u will have nothing if u kill the boss even with those mods and any that kill merveil on necropolis can have better loot than u running a blue necro I killed 20 ambrius all rare maps and the loot was terrible, the most hard mod to fight against ambrius is unique boss ataque speed and increased area of effect, I do all colosseum twinned for avoid 1200 volls, I dont die trying this but, GGG dont make good reward for those that like dangerous mod maps killing boss like me ProjectPT die in Core map with 103% extra lightining damage...this is a true feedback, die for fun, try for fun, but loot is always like a shit The end of all that is - The winter has come - Hold the door - The North Remembers I hope you have a good life on the other side of the wall “Be polite, be professional, but have a plan to kill everybody you meet.” Gen. James Mad Dog Mattis Last edited by Moshe_of_Succubus#7375 on Aug 15, 2016, 6:53:24 PM
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" Yeah, all good, I didn't take it that way. No, GGG want to be on the forums now more than ever to gauge reaction. Every business (at the top of the ladder) wants to hear complaints and criticism more than anything. It's the best way to improve and beat competition. Take an example we've probably both seen in GD recently: "OMG map system sucks and Atlas is adding to it, not innovating something new. WORST EXPANSION EVER DEAD GAME" So we both agree that such comments can hardly be taken seriously, and would probably fray the sanity of a developer who lives and breathes the game. But they're looking for subtext. They're looking at the responses such a post drives people to write. They see a post like that and filter out the idiotic and read it as this: "I'm interested in non-map end game activities". Now that doesn't mean they scrap the whole map system, but it can lead to stuff like the Lab, or other future things that get us out of our hideouts, and out of the habit and playstyle of chain-mapping. The idea of "some stuff is hard or bad just avoid it" - that's been our status quo for years. I'm ready for GGG to say to us "some stuff is hard, but the rewards are commensurate". Snorkle pointed out that the Uber Lab does deliver on this if you can put aside it's other issues and just evaluate that part of it. For the time invested in an easy day's layout, combined with killing Argus and maybe getting one more bonus key through mechanics if your char is strong enough...that's pretty good reward per time spent, and Uber Argus + Uber Izzaro with one round of mechanics buffs are no joke (sure the truly hardcore have them on farm now, months later, but were talking week 2-6 of a league here, during peak player retention). |
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" I've asked this to other players who say what you've said here, who are this elite group of players that GGG listens to, and what design decisions demonstrate that this is the case? I can't think of any, but I've thought of a number of design decisions that show the opposite - that they're doing more things for common players even though they go against what elite/rich/pro/streamers want: Perandus League (free top tier uniques for all). Retroactive Voltaxic nerf (busted the balls of rich ppl who invested in them). 100% more map drops in Atlas (map supply flooded means the streamers can't make orbs selling maps because they got there first) They reduced the appearance rate of backtracking and mob killing prophecies - something everyone wanted. |
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"I mostly stick to OT these days, but this gave me warm fuzzies... it's almost as if I don't need to post in Feedback anymore. Almost. Random generators always 1. add content, extending replayability but 2. never have the polish of a handcrafted experience. (Itemization is a form of content.) What this means is: the first measurement of a random generator is "how much playable content does this generator add?" Not risk/reward, not currency sink, but meaningful variety of player experience; those other things are secondary. Maps exist to give players an endgame, first and foremost. So when you're making some mods good and others bad, or failing to encourage players to run as many simultaneous affixes as possible, or basing map mods off of economic considerations... you're likely cutting the endgame short. You're decreasing the pool of map content in exchange for some other "good." If so, it'd better be damn good. 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 Aug 15, 2016, 8:23:38 PM
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