ProjectPT: "we're not rewarded for challenges...
" Why would they remedy it? It's working as intended, pure GGG design to a T. Because GGG design first and foremost, always, as an economy stimulant. It shouldn't come as a surprise that something is designed to be circumvented. Everything in the game from RNG to difficulty to rarity to gating is designed to be circumvented by paying a cost in orbs, either to someone or as a sink via you from others. Look back at the MTX for first 50 Atziri kills. Do you think they expected 50 people to kill Atziri? Or do you think they expected 1 or 2 to kill her and 48 or 49 to swat flies, RMT, flip, scam and scumbag to pay for a kill and an MTX? Casually casual. Last edited by TheAnuhart#4741 on Aug 15, 2016, 8:31:05 PM
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" Savage. Peace, -Boem- edit : For content to be balanced around risk/reward, the distribution of risk would have to be evened out across the board. Think for a second what this means given all the factors -build diversity -playtime -item/wealth rng Balancing risk/reward while a few chosen builds circumvent the former pushes the entire community in those builds. Which is currently already the case but the "reward" is just efficient xp/hour. Freedom is not worth having if it does not include the freedom to make mistakes Last edited by Boem#2861 on Aug 15, 2016, 8:37:50 PM
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" I love it when Scrotie explains the bee that's buzzing around my bonnet, mostly because he does it better than I can, but also because I no longer feel alone. Worth noting, though, I honestly do NOT think that GGG measure this way. Currency sink / economy stimulant is way ahead of player experience. I'm not even sure if they acknowledge that the two are different but see the latter as only the result of the former. That the latter may suffer because of the former I don't think even makes sense at GGG HQ. Casually casual. Last edited by TheAnuhart#4741 on Aug 15, 2016, 8:58:26 PM
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fk it w/e
Last edited by skaterboy80#3665 on Aug 15, 2016, 9:20:39 PM
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"Here's the two things tradeable objects need for a healthy economy: 1. Balance between other equally scarce tradeables (demand). 2. Sinks (supply). If GGG believes the economy is the most important aspect of the game, it seems they forgot that gear and maps are tradeable. Gear balance (an extension of character archetype balance) and map-base balance are dubious at best, and the lack of gear sinks makes Standard's economy a joke (which the reader may or may not find troubling). I don't know if balance is the sum total of player experience - actually, I know it isn't - but balance and economy go hand in hand (just add sinks). Balanced game, great economy; horrendously balanced game, horrendous economy. It's not too crazy to sit in GGG's position and believe balance and the economy are essentially as one. However, if you haven't noticed by now, GGG doesn't do balance; they shift goalposts. The players don't get a better economy each new league, they get a different economy. They don't refine, they spit out new content. New economic content, in this case. I wonder if that's what they really mean is most important to them. In any case, the emphasis on new content over polish is the main reason I don't play anymore. I hope Atlas might show some form of polish on mapping, and I am holding my breath, but I feel like a fool for doing so and I'm developing a mild self-loathing. 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, 10:11:25 PM
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Well the rare devourers prophecy does give maybe .. 10 extra rare mobs ?
It's way better than a "20% more rare monsters. Rare monster all have nemesis" It does not give them the inner treasure nemesis mod as much as the map mod does tho. Due to RnG, it's not that obvious that it is more rewarding ( especially since rare mobs cannot drop t+2 anymore ), but it's there. Do we have a source that those rare and unique monster's qty/rarity modifiers are only additives ? It sure feels like it though. I do support the "make monster's qty/rarity multiplicative with the map modes" idea ( maybe not with gear's IIR/IIQ, not sure about that ). There would need to be some Qty/Rarity rebalance then, for those cases. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Aug 15, 2016, 10:27:08 PM
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" To be fair, that mod doesn't have much in the way of risk either for a good build. It's just annoying. |
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WE are with fated uniques but since you can buy them, why even trying to make those prophecies.
Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302 |
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" If you stopped playing because of polish why the hell did you ever start? =o Polish is overrated anyway. I watched League of Legends flush themselves down the toilet by getting 75% of the way through new projects and features and then scrapping the entire thing because 'we don't release 9/10 content, only 10/10 fully polished content'. No asshats, the people want content. 9/10 3 times a year is better than what you think is 10/10 (but still won't please everyone) once every 3 years. |
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" Interesting thought, and applies to many diffrerent facets of PoE as well. Yeah, that's some serious entropy vs law **** if you think about it. They have their reasons, and the reasons are to keep the game truly alive. If everything is perfectly balanced, is it fun for the player? I'm not sure anymore. There is a concept in physics, not sure how to translate it. "universal thermal death". It's a principle that says eventually everything will balance out. And tbh, it's not a fun thought. It's hinted in the "death" part. Fun is in the differences and rythm. I remember I heard some other dev from a different company saying that you need to give the player a bad choice as well as a good one, otherwise it doesn't matter what he picks and the whole experience feels bland. I'm for balancing, obviously, everyone is for balancing and stability, everywhere. Everyone thinks it would be the best and it's just plain and obvious. But there is definitely more to it than that. |
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