Shared Mines and Sulphite Rebalance

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Innomen wrote:
Off the top of my head this ARPG can be played as a shooter, a flat RPG, a trade simulator, a room designer, a racing game, and an interactive novel.

I can't honestly tell if you're kidding or not.

- shooter : lol, seriously ? no, very very poor for a shooting game
- flat RPG : you can quite after finishing the storyline then, the rest is very poor .
- trade simulator : trading for the pleasure of trading, lulz
- room designer : ...............................
- racing game : Nobody plays PoE because it's race about type, people play PoE because of the game it is, and people that have a lot of time to sink in it and want to be competitive do go for the race
- interactive novel : yeah, right, same as the flat RPG then.

So no, seriously, no.
Progression is the main point of arpg, it's the main selling point, it is what attract people mostly.
( hint : I bolded an important part, part that is very different from "only point" )
If you reroll, you can enjoy progression on another character, with different element, it's still progression.



About the rest, you should really stop speaking about thing that you have no clue about, really.



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Innomen wrote:

Further, separate mines are completely immersion breaking. Granted immersion breaking is totally ignored everywhere else in this game, but that only means I welcome any baby steps toward maintaining it.


Good example of tunnel vision there .....
It's the exact opposite, if your character has saved the world from an unprecedented godly mess, you encounter for the first time somebody that created machine but has not found anybody to fuel them, then you go to the mine and .... there is another guy that actually saved the world the same way you did, and is already delving and fueling Nico significantly better than what you could do in your current state, but Niko is telling you that he needs you ??

Yah, more immersive this way, right ?
*sigh*
If you actually cared about immersion, you would understand that ....


Seriously, I don't know on what planet you're living, but likely somewhere very far from everybody else here.
Have fun over there, and you should keep your condescending behaviour for the other inhabitant of your planet, please do that.




SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz on Sep 17, 2018, 11:29:02 AM
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RaZeR1976 wrote:
Just remove it and let players spend as much time as they want in the mine.


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Innomen wrote:
Like I said above man they can't risk that. If it turns out delve 24/7 translates into notably less spending and tons more fun GGG would have an existential crisis and a lose lose situation on their hands.

They have to gauge the economic impact of delve first, and fun second. That's the core problem with any profit motive.

Sulphite exists as a moderating tool, to forcibly mix delve and standard so they can compare impacts to the bottom line and other metrics which apply to said line.

Worst case, sulphite allows them to backstop losses. Judging from their design choices it seems delve is making them less money than usual.

This makes sense to me since delve is so relaxing compared to the rest of the game. Anxiety is profitable in a casino.



I don't really see a difference in wether you play maps 24/7 or delve 24/7. You are not giving an example, just some weired assumptions [Judging from their design choices it seems delve is making them less money than usual], what and why either should be making GGG more money (or less for that matter).

For my part, i am bored to death playing maps for endgame since quite a few seasons now. I bought a supporter pack for this season too (what else can GGG ask for), now give the the promised content and dont hide it behind just another mind numbing grind.

Giving your statement a re-read I am not sure if you are trolling or not actually.

I believe that Elder T16 maps giving 112-150ish sulphite (total) is a bug though. I think they are counted as T11 for sulpite gains.

And then on top of that the "contains an additional chest", "contains an additional etc" mods mess up the sulphite spawns for a double sulphite penalty. I don't think this is intended.
We need same types of fossils to stack. Other thing is /hideout should work while in the mine(by niko, not down in the actual mine)
HI,

my situation: I'm on my second char this league. The first is at depth 170ish and didn't find anything. No special areas, no bosses, no 4 socket resonators, just 1 vaal area. With my new char I already found loads of new encounters areas... I think my first delve map is bugged. BUT, I don't think i will reach a higher depth until the patch hits.

SO::: Will I be stuck with my shit delve forever?

Did GGG say sth about the topic? RNG problems mentioned on reddit?

Cheers!
Last edited by DaRandalizer on Sep 17, 2018, 2:51:08 PM
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adriannB wrote:
We need same types of fossils to stack.

But then how would they sell fossil tab? :(
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lucksickle wrote:
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adriannB wrote:
We need same types of fossils to stack.

But then how would they sell fossil tab? :(


Boom
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Last edited by mega2k0 on Sep 17, 2018, 7:32:14 PM
Hi

I think this is a mistake.
I play SSF SC, I don't care about the ladder, or trade, or group play.

I do care about the single character journey.
There are very few things that are character bound, and not account bound in POE.
The delve mine is a great addition to the game, one of the things I like about it is that this is one of the few things that is part of the single character progression in the game.
I think the journey of single character progression is what keeps many people playing, and coming back for new leagues. Anything the shortens this will reduce player retention, and personally for me, the enjoyment from the game.

Having to go sideways is not a solution to this. I want each character to have its own mine progress, with no option for any type of shortcuts. The only exception might be some catch up mechanic that caps out at a specific level, and I'm not fan even of that.

I'll just repeat that my issue with the change is not related to the ladder, or competition of any kind. It's the fact that this change detract from my enjoyment from the game and from the fun of having each character have its own journey.

Thanks

Last edited by xykivo on Sep 17, 2018, 9:19:13 PM
Why not store some kind of value for deepest delve achieved on an account and have that delve depth unlocked on each character's (new and old) unique delve, keep the best of both worlds.
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Zithorio wrote:
Why not store some kind of value for deepest delve achieved on an account and have that delve depth unlocked on each character's (new and old) unique delve, keep the best of both worlds.

If you are thinking of a mineshaft, it would probably open many "easy" paths to many new nodes by going this far, and it would automatically discover quite some area, which would make biomes discovery / area searchin easier thanks to that very deep fresh mineshaft.
Then you could make a character, check if there are any good places you want to explore on the subteranean chart, and if not ... delete and recreate one.
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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