Counterintuitive to the current clear speed meta: Slow the Game Back Down

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Entropic_Fire wrote:
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ScrotieMcB wrote:
Spoiler
@Fruz: My point with StarCraft 1 (not SC2) was that balance was handled by third-party (community mapmakers). We remember it fondly as a superbly well-balanced game, but that wasn't true with the initial map pool (which tended to overly favor Zerg due to rush distances). In the most competitive tournaments the maps weren't official Blizzard, they were finely tuned creations which finished Blizzard's balance work, using terrain as the final lever. New introductions to the map pool also caused for racial balance revaluations and provided that steady flow of additional meta shakeup content, all without direct Blizzard action.

So, to ask those against third-party solutions in game design, well, there's a shining example of third-party success.
How would third party balancing work in a game like this though? I can't really imagine it.
I can't either. But it's like a personal Philosopher's Stone to me; if I ever figured it out I'd guard it jealously and start a Kickstarter for my own ARPG title.

Which I guess means I'd say this even if I could imagine it.

But seriously I haven't.
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 18, 2016, 4:03:21 PM
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ScrotieMcB wrote:
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Entropic_Fire wrote:
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ScrotieMcB wrote:
Spoiler
@Fruz: My point with StarCraft 1 (not SC2) was that balance was handled by third-party (community mapmakers). We remember it fondly as a superbly well-balanced game, but that wasn't true with the initial map pool (which tended to overly favor Zerg due to rush distances). In the most competitive tournaments the maps weren't official Blizzard, they were finely tuned creations which finished Blizzard's balance work, using terrain as the final lever. New introductions to the map pool also caused for racial balance revaluations and provided that steady flow of additional meta shakeup content, all without direct Blizzard action.

So, to ask those against third-party solutions in game design, well, there's a shining example of third-party success.
How would third party balancing work in a game like this though? I can't really imagine it.
I can't either. But it's like a personal Philosopher's Stone to me; if I ever figured it out I'd guard it jealously and start a Kickstarter for my own ARPG title.

Which I guess means I'd say this even if I could imagine it.

But seriously I haven't.

I mean there is modding, it might not work for an online only game for 1 version. But if we were allowed to host our own servers/modded version to play then it wouldn't matter. Stuff like the medianXL mod for Diablo 2 was great.
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RagnarokChu wrote:
Spoiler
@ScrotieMcB But when the theorycrafting involves near maximum potential (all 20/20 gems with mirror weapon) vs content that require a much lower potential (weapon that is 15-20% of max potential and level 15 gems) that is were we have problems.

If I start at 2k dps at dried lake, and every 3 hours I farm dried like I gain 1k dps. After 30 hours I now have 12k dps. Now I have 6x the damage needed to clear dried lake and if I start maps I can plow through all of the low-mid tiers.

After that point it will continue to scale further and further past the content. It becomes trivial because you "earned" the right for the content to be trivial. GGG like I said has two options to go about this, either up the amount of content that requires a much higher potential (latest expansion) and then nerf the shit out of everything to lower max potential. Making you move through said potential much slower.
Even then at some point you'll hit the amount of potential power to make all content trivial, which is the goal of every character.
Kind of like how level 100 is a goal. Or perfect gear in every slot is a goal.

It's a design disaster when those goals are actually met. XP becomes meaningless; gear upgrades, never again. It's idiotic design to put such a thing on a silver platter and make it readily accessible; it should be so heinously gated that it's all but inaccessible.

Those goals are the end. Fin. Game over.

Don't get me wrong; I agree it should still kinda happen. Allow the truly dedicated players who happen to be truly atrocious pilots satisfaction, by allowing them to arduously grind to the point where all piloting is easy. I have no problem with that. But that shouldn't be the norm, because trivial difficulty is almost always a game-killer.

Modding doesn't work AT ALL with PoE's revenue model. Which is a shame.
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 18, 2016, 4:16:27 PM
Whats about XP and drop rates that are dependend on the power difference between player and monster?

Okay, tbh there are some hard, but not impossible to solve problems.

First, it smells like a mechanic which is highly abuseable.

Second, how to measure the "power difference"?

After all, you get much more XP for a (subjective) hard fight, which would encourage to engage those fights.

IGN: Surak Methred Wrathclaws Boxender_Gladiator Dunkler_Beschwörer Lady_Discharge
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ScrotieMcB wrote:
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RagnarokChu wrote:
Spoiler
@ScrotieMcB But when the theorycrafting involves near maximum potential (all 20/20 gems with mirror weapon) vs content that require a much lower potential (weapon that is 15-20% of max potential and level 15 gems) that is were we have problems.

If I start at 2k dps at dried lake, and every 3 hours I farm dried like I gain 1k dps. After 30 hours I now have 12k dps. Now I have 6x the damage needed to clear dried lake and if I start maps I can plow through all of the low-mid tiers.

After that point it will continue to scale further and further past the content. It becomes trivial because you "earned" the right for the content to be trivial. GGG like I said has two options to go about this, either up the amount of content that requires a much higher potential (latest expansion) and then nerf the shit out of everything to lower max potential. Making you move through said potential much slower.
Even then at some point you'll hit the amount of potential power to make all content trivial, which is the goal of every character.
Kind of like how level 100 is a goal. Or perfect gear in every slot is a goal.

It's a design disaster when those goals are actually met. XP becomes meaningless; gear upgrades, never again. It's idiotic design to put such a thing on a silver platter and make it readily accessible; it should be so heinously gated that it's all but inaccessible.

Those goals are the end. Fin. Game over.

Don't get me wrong; I agree it should still kinda happen. Allow the truly dedicated players who happen to be truly atrocious pilots satisfaction, by allowing them to arduously grind to the point where all piloting is easy. I have no problem with that. But that shouldn't be the norm, because trivial difficulty is almost always a game-killer.

Modding doesn't work AT ALL with PoE's revenue model. Which is a shame.

To be honest the best thing for GGG to do this game is do the next best thing, which is design the game where people want to play until the very end of every ladder (3-month life span). A 3 month life span per character is long enough for most people and fits within what model is GGG going for.

We'll see of the new content coming out for next ladder will make people stay for 2-3 months instead of just 1 ;v

Personally, I think a big part of the clear speed meta is characters jump in power in leap and bounds instead of small increments.

For example I use a shitty weapon until let's say a Bino drops (or I save some to buy one). Then suddenly bam I'm 300% more powerful.
Last edited by RagnarokChu#4426 on Aug 18, 2016, 4:25:18 PM
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ScrotieMcB wrote:
@Fruz: My point with StarCraft 1 (not SC2) was that balance was handled by third-party (community mapmakers). We remember it fondly as a superbly well-balanced game, but that wasn't true with the initial map pool (which tended to overly favor Zerg due to rush distances). In the most competitive tournaments the maps weren't official Blizzard, they were finely tuned creations which finished Blizzard's balance work, using terrain as the final balance lever (although Blizzard deserves credit for getting balance close enough to make this possible). New introductions to the map pool also caused for balance revaluations and provided that steady flow of additional meta shakeup content, all without direct Blizzard action.

Yeah, I know that you meant SCI, Blizzard did not originally expect to make a competitive game out of it, back then Koreans >>>> Blizzard
Blizzard learnt from it.

I just used SCII to show that having a state of balance fair enough in video games is not impossible, neither it is bad for the game.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
They made a mistake by giving players control over both critical chance and critical damage. If you look at D2 you can see they only gave control over critical chance, critical damage was a fixed number.

Because it's far too late to change this in poe, they could at last greatly reduce the amount you can pick up in your char, so instead of 1000% critical damage you should struggle to deal 200%. Bam there goes your clear speed meta that clears the map only by using a movement skill.
It still leaves the option to go full crit but the result wouldn't be that trivial compared to RT and such.

All they need is reduce the gap.
"I'm programmed to say something that is kind and uplifting at this point, but there is apparently an error that is working in my favor."
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RagnarokChu wrote:
Personally, I think a big part of the clear speed meta is characters jump in power in leap and bounds instead of small increments.

For example I use a shitty weapon until let's say a Bino drops (or I save some to buy one). Then suddenly bam I'm 300% more powerful.
1. Only happens because combat is balanced around pre-jump characters, not post-jump. Maybe if you have shitty gear your clearspeed should be shitty not normal, and maybe if you have normal gear clearspeed should be normal not excellent.

2. As much as I don't like low upgrade granularity and could wall-of-text the causes, I just don't think it's applicable here. Quality of gear is, but granularity of upgrades? Not really.
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.
So the new ziggyd video of the Hydra boss would indicate that at the very least they are trying to do what I want with the 4 shaper bosses. With any luck the mechanics that request you Dodge them manually are hard hitting enough to reinforce it.

At the same time, that forking arrow attack looks brutal. Hopefully the performance improvements are enough to prevent a lot of source of lag or that attack mechanic will just be op. I can see the hardcore complaints already and I could agree with them.
"It's all clearer now
And I hear her now
And I'm nearer to
The Salvation Code"
Yeah, performance is a big deal. As I said earlier, action game first. All the customization options in the world are but mind candy if the game isn't actually responsive when you're trying to dodge death.
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.

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