ProjectPT: "we're not rewarded for challenges...
" 1. Trading is already in a piss poor state, so I can't agree to this suggestion. It needs to be significantly improved. 2. I'm all for it allowing offline trading, but a lot of people think that an auction house style might be too abusable. And I doubt people are going to go for offline trading where they have to haggle with people hours/days/weeks apart, depending on the item/person. So this might be very hard to sell. I think you'd sooner find more people using the spammed trade chat channels. 3. Removing trading would be a very bad decision in the current state of the game. For the most part I play self found these days so it doesn't influence me as much as it might others -- but the game is balanced on trading. If we removed trading, the game would be balanced around your own personal drops. With the number of uniques available, that means either people would not be allowed to play their desired builds at all, or we'd have everything we wanted without the trouble of trading. I don't see how this solves the issue of the game being scaled linearly. Although it might benefit people like me that don't really care about trade at all and would like the extra availability of loot. |
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" That would be fantastic for the few people that can do it. What about the rest of us? All that would achieve is even further disparity between top tear players and everybody else. |
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wouldnt this be fixed if they just give an exp curve based on map?
We already have a fairly good metric of what is worth it or not based on clear times Last edited by Saltychipmunk#1430 on Aug 16, 2016, 9:24:38 AM
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*I want a challenge, I am going to go try my hand at Uber Atziri. Oh wait, I have to farm for hours and hours just to try it ONCE!? Fk that... I'm going back to the mindless dribble grind.*
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" Good post about risk versus reward. But like you mention the labyrinth is a step in the right direction. I like that a lot. I don't know if you are playing in prophecy league or not but they have given Malachai a little purpose there. He is part of a prophecy chain which rewards a pretty good unique amulet. Things like that are definitely what is needed. |
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" I had fun with my melee versus the village ruin with 3 around 100% added elemental mods and more nasty things, i think maybe it had -max or ele weakness or whatever else it was! Oneshotfest for me with my 10k hp, but hehehe... When i saw that roll i had to try. That said they should be smart they cannot balance game around such enormously overpowered affixes - when they stack up the scaling is just insane and impossible to balance well. If they instead reduce the power of affixes more, as well as make the dangerous ones the most rewarding in particular in terms of packsize which just seems to be on random mods now, then players will want many of the hardest mods because even if you have 3-4 of the hard ones its not going to suddenly be 3-400% harder to do the map. They are avoided because the reward for their risk is just not anywhere near a reasonable level, plus paired with the retarded death penalty level.. well. Also wtf is the point with bloodmagic, no regen and maybe no leech - they just destroy builds outright and cannot be run for many builds - as result they have been made so rare that you rarely ever encounter them so you won't face their inherent idiocy enough to really get pissed = pointless to make them so rare you rarely encounter them and their problems if they are stupid as hell in the first place. It is just not going to get any more fixed by making them so rare u barely see them, still essentially bad. Give me some interesting and funny mods instead that you are happy to see, like old maze or what it was, but maybe not as overpowered. Here you can even add very rare affixes that gives something huge, but so rare that you never really expect them or roll enough to rely on them, but are very happy when they pop. I am the light of the morning and the shadow on the wall, I am nothing and I am all. Last edited by Crackmonster#7709 on Aug 16, 2016, 10:47:58 AM
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I posted this long time ago and there is only two reasons of the statement from podcast being true.
1)Death penalty If player loose 10% exp on high level (with he/she need then to refarm for long time) he will not be encouraged to do challanging/hard content, because challange means there is high risk of death. Challanging content actualy should create question of "can I do it even with 1000 deaths?" not "can I do it without death?". If people evade challanging content they get bored faster of game, get frustrated and prefer to do simple stuff that are close to the rewarding treshold of harder content. So simply saying, people will calculate whats most profitable. 2)Challange increase more than reward it gives PoE doesnt offer you good reward for challanging content for the player, together with death penalty it discourage you from doing it even more. The game should follow philosophy of "high risk high reward", but for that it also need fast balance tweaks from GGG to put OP builds in line so there is actualy challange for them in the game. Podcast also talked about it something like "if the new boss will be OP it will just make few builds like bladefall do it, because its easy for them". There is also other solution to it. Make the game analyze the data of your play and playstyle and determine whatever the content is hard for you or not. So clearspeed, dmg dealt, dmg taken, death amount and so on will be taken into consideration. On the end it will state what "challange level" the content is for you and give you reward coresponding to it. This will also mean that weaker builds will be given "recompenastion" for playing non-optimal way, with on the long run might be actualy good. |
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He also said he liked the small rooms some bosses are instanced in. Worst design in the game since the environment is what makes the fight hard
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" arent the best rewards usually reserved for best players? it is even worse in real life when usually winners take all why do people expect to achieve the same stuff the best tier of player does without actually getting there themselves? this is a comment separate from the rest of discussion but i found this attitude disturbing and more and more prevailing 90' gamers: we want the best things but currently cannot get them. so LET US IMPROVE 2016' gamers: we want the best things but currently are not given them. let us change the rules so we are given these rewards, too |
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"Good reward design falls somewhere between the extremes of "chess" and "slot machine." Chess is extremely punishing to bad players because there's no randomness and skill is everything. Slot machines do not develop skilled play because there's no skill and randomness is everything. From the perspective of ARPG loot, the way I see it, a good design is to give even bad players some chance of getting the good stuff, but also ensure that the most skilled play has the highest average value per unit time. This way, everyone has incentive to "git good," but those who are struggling still have a chance. I haven't played in quite some time, but my memory of PoE is that it's overly random and insufficiently skill-based. Getting good loot from harmless barrels is silly, and speed farming isn't about amassing herds of whites and mowing them down with AoE. Ideally, barrels should drop literally nothing ever and whites should drop so little that the "skill farming" method is to try to ignore them as much as possible, speed-farming magics/rares/uniques instead. However, it'd be crazy and counterproductive to take that to the extreme of outright denying players of lesser ability by eliminating their random chances. Randomness should be leveraged here. 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 16, 2016, 4:35:42 PM
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