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

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vio wrote:
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TheAnuhart wrote:

Who suggested removing RNG? WTF?

sorry, looks like i completely misunderstood you.

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TheAnuhart wrote:
Farm helm enchant by running content or buy enchanted item and ignore content?

i'm totally with you in this, trading in it's current form is completely overpowered because improves one's gain linearily with the time spent in the game.

there are 3 solutions:
1.) make trade more difficult: put a tax on every trade to fight item price deflation, make players doing a quest before being able to put a item into the global shop / buy a item, avoid players specifying buyout prices, etc

2.) make trading independent from your online status

3.) remove trading

i'm all for 1.

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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SpanishMonarch wrote:
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...



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.
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
*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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Snorkle_uk wrote:
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.


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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CliveHowlitzer wrote:
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.


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
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.
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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plodd wrote:
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SpanishMonarch wrote:
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...



That would be fantastic for the few people that can do it. What about the rest of us?



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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sidtherat wrote:
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plodd wrote:
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SpanishMonarch wrote:
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...
That would be fantastic for the few people that can do it. What about the rest of us?
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
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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