@GGG Game Balance For Casual Vs. Hardcore Players
" Higher drop rates encourages people to reroll different characters because it becomes easier to gear characters to the point they are usable in the early endgame. Artificially inflating the life span of a single character is just a sign that the developers aren't very confident that there is actual true diversity in their game. Also, people play ARPGs to kill monsters to get loot to become more efficient and kill more mobs to get even better loot. Not to kill monsters for random currency to buy from another player. That's exactly where Chris Wilson and GGG have gone wrong. I have to give Blizzard credit for one thing, they went back to the basics for ARPGs when it came to fundamentally redesigning Diablo 3. They realized that people didn't want to trade, and that it was dumb to enforce an economy centric game onto people. Their implementation of their solution isn't very good, but it's better than what we have currently in PoE. Last edited by allbusiness#6050 on Oct 16, 2016, 2:35:07 AM
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Nothing wrong with economy if it's done right (D2).
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I think higher deop rates is proven successful with D3. It removes the need for a trading system, or an in game trading system. It makes gameplay in a single session feel rewarding, whether you play 30 minutes or several hours. It increases a players retention and increases the games replayability by providing items you can use for different builds. It makes buffing or nerfing things in the game easier.
Magic Find gear currently is the reason drop rates are trash, and most gear sucks. Because it exists drop rates and the rarity of t1 and 2 stat rolls are based off of the assumption you are using said gear. (Because MFers have access to more deops of higher rarity, which could be pure currency, which can be used to craft better gear with higher tier rolls at a higher rate than others) Item Quantity and Item Rarity support gems perpetuate this issue, even if Item Quantity support is legacy, it exists in standard, which has an even worse economy (granted leagues are a major contributing factor). Removing MF stats and support gems entirely from the game, and item rarity / quantity as a stat at all, and then compensating with increased drop rates, would significantly improve the game in ways you can not even imagine. It balances the game for every one without penalizing the builds you can actually play. It also inherently increases the chances of getting the affixes you want on certain pieces of gear by removing these affixes (IR) as possible rolls. All uniques related to IR or IQ can have that stat changed to sonething else. Maybe flat life or increased max resists. That would certainly make say Ventors Gamble significantly better especially of you have a really good one like I do. Chroniccomplainerreviews.wordpress.com
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" Which means that it won't fit Path of Exile. Chris said himself that the most important thing to him was the economy. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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I thought being hardcore was s'pose to be about sucking it up and taking what's given you, or die trying.. lol
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" That's also my definition of "hardcore gaming/games": Games where you can fuck up and get stuck if you made bad choices. A game that punishes you for your mistakes, sometimes overly harsh. OPs definition of hardcore players is what I'd call nolifers. " It's proven to be financially successful but all those casualized AAA RPGs nowadays are (with a few exceptions) shit. |
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I guess somehow in this case the hc opinion outweighs the casual opinion. Lack of information and knowledge is pretty much what seperates a hc player from a casual player. Improvements could be made to better teach players in game mechanics without forcing players to seek that knowledge elsewhere.
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I agree with you in most of ur points, but disagree about removing IIQ and IIR gems and MF overall. I think there is a need for that to divide poors from rich, i think it right to do so. Rich become more Richer.
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