Lower 6 link fusion cost

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Char1983 wrote:
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wiieshuu wrote:
No, they already made it easier to 6 link items, it used to be WAY harder, they also added the masters which granted guaranteed 6 link for a price. If you want a 6 link work for it, when you get it you will feel great.


6-linking uniques hasn't become any harder or easier. It still takes on average 1200 fusings or so, unless you use the bench, where it takes 1500 fusings.

Besides that, I always have to laugh when someone says "work for it". PoE is a game. I work during the day, I don't need to work during the night. Then, I want to play a game, and I want it to not be like work. If I wanted it to be like work, I could instead just continue working.

Apart from that, as pointed out, it is just tedious. It takes a long time, and it is not exciting. Take Cities:Skylines for example. I can also only access certain buildings once my city has grown to a certain size. However, while growing my city, I am presented with interesting choices and interesting difficulties to overcome.

In PoE, I just have to repeatedly play the same stuff, ideally a Vault map while wearing a Biscos. That is just boring. Very boring, indeed.

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wiieshuu wrote:
How fast you are rewarded determines the longevity of gameplay. I would argue this is the causality of poes success


Yeah, that is probably why franchises like Starcraft are so successful, right? There is nothing at all that is locked in Starcraft Multiplayer, you can immediately access everything you want. There is no grind to do anything. The only thing is to learn to be better at the actual game, but the game gives you everything you want, all the challenge you could ever ask for, and all the tools that exist in the game from day one.

PoE should reward skill more and grind less. That'd be awesome. But maybe the typical crowd in PoE doesn't have any skill, or doesn't want to acquire any, I don't know.


Read the patch notes for 0.11 and 2.2...
The company is called "grinding gear games" for a reason
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Last edited by wiieshuu#1956 on Dec 1, 2017, 7:37:38 PM
Get out of here requesting to lower the chance of failure when 6-linking.

One of the few things in this game to work towards. To take that away would propel this into overly casual garbage.

Where it is at is perfect. Difficult, more than possible, rewarding.
yeah i think its fine how it is - don't make it easier. and i never had a 6 link myself - because i was too lazy tbh. the game is playable with 5 link.
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cipher_nemo wrote:

First of all, grinding is subjective. What's grinding (ie: boring repetition) to one person might be enjoyable or relaxing to another. In this case, grinding away just to get a 6L is boring to me. On the other hand, grinding to complete most challenges is fun for me.

If I feel the grind with something, I either find a way to make it less grinding, or I simply don't bother doing it. After all, PoE is a game, not a profession.


Fair point.
you should increase your english language
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Gopstop2222 wrote:
you should increase your english language


The gods of irony are pleased.
Thanks for all the fish!
what i'd like it a vorici ability to lock links from going below 5links at a cost. that way i can keep using the chest while trying to upgrade it to 6link. Chances for 6links after locking would remain the same
I rage quit every few seasons and then do not come back for 1-2years because of 6link rng
ofcourse i would love to see it being little lower 1000perhaps?
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sainthazard wrote:
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Mythabril wrote:
Stochastic dictates 1500 is how much you need to reliably get a 6-link. It's not something to haggle about.


This. It's about probabilities and averages. GGG wants the guaranteed payout to cost slightly more than the average required if you gamble with your currency, which I believe was found to be between 1200 and 1500 fusings in independent player-conducted trials. That way, if you want a guaranteed payout you have to pay slightly more, and if you want to save currency, you have to gamble that you won't get what you want within the average range to normally do so.

tl;dr 1500 is the ideal cost for a guaranteed 6-link unless they change the probability of getting one with a single fusing.

Close...

Boom!

Spoiler
SCIENCE BITCH!
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Char1983 wrote:

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wiieshuu wrote:
How fast you are rewarded determines the longevity of gameplay. I would argue this is the causality of poes success


Yeah, that is probably why franchises like Starcraft are so successful, right? There is nothing at all that is locked in Starcraft Multiplayer, you can immediately access everything you want. There is no grind to do anything. The only thing is to learn to be better at the actual game, but the game gives you everything you want, all the challenge you could ever ask for, and all the tools that exist in the game from day one.



its a pvp strategy game, it cannot be compared to an economy based pve arpg in these matters. Take away the pvp and see how long that game lasts off the back of the pve campaign alone.

How many single player pve games have you spent as many hours in as poe? What are the mechanics of those games? Thats the question.


For me theres poe, maybe 12k hours.

Theres the Diablo games, also rng based but easier rewards, maybe 4k hours?

Then theres games like elderscrolls, perhaps 100 hours in each, maybe 150, this is the sort of dropoff you start to get when there isnt that loot chase.

After that youre getting into quest driven rpgs like neverwinter nights, dragon age origins etc along with rts games like command and conquor in the 60-80 hour type brackets, follow by first person shooters that are anywhere from 40 hours if I played it multiple times down to perhaps 8 hours or less even to complete it once.


Bring in pvp though, how long did I play quake 3 deathmatch? how long did I play battlefield 2? 1000s of hours, still far off poe but maybe more than the diablo games.


When diablo trashed its rare item system and made the game revolve around uniques that dropped like candy its longevity basically disappeared, it went from a game you could sink 3k hours into to a game youd struggle to get 300 hours from.

Theres games that are mechanically enjoyable, many, but their longevity requires more than that. With pvp the endless difference of playing against real people who make a different decision every time can give that somewhat endless nature that can result in 1000s of hours play. In pve, from what ive seen, its about progress, getting xp and items. As long as theres at least one of those to strive for, preferably both, it adds the extra aspect to the moment by moment fun of playing that gives rise to 1000s of hours play time.

Theres no point it letting people have perfect gear and lvl100 characters, these arnt systems that exist for players to reach the end of, theyre systems that exist for players to play on the curve of. They accompany you and provide for you along as they remain in progress, the moment they stop progressing because you have reached the highest level and gear the system has to offer they fail in their job, the reason they are in the game collapses. A well designed item and xp system will last longer than a players will to play. How far along you get is irrelevant, only that the game had at least another inch to give than the player cared to play for.

Its all about the next level, the next upgrade. Wanting the final upgrade, the final level is wanting an end, theres an option to close down the game in the main menu for people who want an end to their playthrough, GGG have already provided a way out if that is what people seek and they have made it extremely easy to achieve.
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