for everyone who wants a challange
" *sigh* it wasn't about socialism until you made it that. that's what made it ironic and worthy of being mentioned. " if you don't know the saga or trigglypuff or gamergate/SJWs inserting politics into media... i don't know why you'd try to debate it. but yes, trigglypuff is quite socialist. more importantly, the trend of trigglys infecting games/comics/tv/movies/etc are. as for the end conclusion - it's close enough. you used financial examples and mentioned poverty/millionaires/etc in your argument. hence, what i said. [Removed by Support] "Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! Last edited by robmafia#7456 on Oct 1, 2018, 1:36:46 AM
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" I seriously think Americans -others do this too, but for reasons I won't go to in detail it is especially a fetish for Americans- should in most cases stop speaking of socialism given they have absolutely no clue on the meaning of word. Teenage brats from their right-wing families just show how shallow understanding they have of politics and history, thinking everything revolves around US and Soviet Union. Moreover, it has nothing to do with the topic. Last edited by vmt80#6169 on Oct 1, 2018, 4:32:47 AM
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" which is what made it so funny to read here. [Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
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" The response you got to this question was lazy and sloppy, so I'll pitch in. The gist is this: XP/week and XP/hour are two very different things, because the hours spent per week on the game vary by player. Thus, the latter player will have a greater penalty against the actual hours he has spent playing. The former player will have a lesser per-hour penalty, but because he plays far more hours per week than the former player, he will have a greater per-week penalty. I actually don't think we should make things easier on those who play fewer hours per week, because that is counterintuitive: All things being equal, if you play the game more, you should gain more. Instead a variable XP penalty should be based on the XP gained per hour (non-idle), not per arbitrary unit of time whether or not the player is playing. HOWEVER: " Your reasoning is correct, but you forgot one important detail. XP gained per hour in PoE is less about skill and more about exploiting the meta: 1. Focusing on OP skills, gems, and mechanics interactions (often unintended) wherever possible, and 2. Avoiding risky content, because the way GGG has set things up, increased risk is not proportionate to increased exp gain (people skipping bosses is perhaps the most obvious evidence of that). Therefore, the current setup does not merely punish less-skilled players. It punishes (quite heavily, at that) players who are not interested in #1 and/or #2 above. If you believe #1 or #2 is the core of the game, or the ideal expectation of all players' behavior, then this fact is irrelevant. But most players (on this forum at least) do not seem to believe this. " " Weren't you the first one to mention socialism in this thread? Oh I'm sorry, am I criticizing your hypocrisy? Or inability to reason? Or lack of self-awareness? (According to your last response to me, you could not possibly have made a personal attack against another player because the word you used, "hypocrisy," is a noun. I have therefore limited myself to noun phrases, so that you will not feel personally attacked nor become triggered in the style of the SJWs you hate so much. You're welcome.) Wash your hands, Exile! Last edited by gibbousmoon#4656 on Oct 1, 2018, 11:54:15 AM
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" About that, is this really a thing anymore ?? I really don't think that we're in a "skip-boss" meta much at the moment. Especially since people using shaped strategy (which might just be the best way to level up efficiently), you can pick a layout that you like with a boss that isn't risky, and there are many of them. Bosses now have also a bit more incentive to be run with the strongholds. I think that your complain here is more about having more incentive to run bosses at higher level (and we've been getting more and more over the past leagues/years) honestly. 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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" It seems a little sourcing is in order. On page 21 (https://www.pathofexile.com/forum/view-thread/2227423/page/21#p15860518) I said: " Fruz and I had a little back and forth going over specifics and some possible issues. Still on page 21 at https://www.pathofexile.com/forum/view-thread/2227423/page/21#p15860708. There's some other back and forth on page 22 and 23, then robmafia says this in the 9th post (https://www.pathofexile.com/forum/view-thread/2227423/page/23#p15862740): " Up until this point no extra connotations or comparisons had been added to the discussion of changing how the XP death penalty is handled. From there I made a little bit of an effort to learn what "trigglypuff" and "trigglypuffism" even mean. Obviously I needed to make more of an effort considering there seems to be a whole lot more going on, though I'm still confused as to why that particular name (meme?) came up in the first place because when one is having a discussion on the internet (and actually cares about ensuring everyone has reasonable topic understanding so the discussion can be fruitful) one usually doesn't bring in other stuff without some form of explanation. Here is my effort to understand what the term means given my experiences and then I give a comparison to maybe add some more context to my thinking of the XP penalty changes: https://www.pathofexile.com/forum/view-thread/2227423/page/24#p15862985 I've added some extra stuff in making the comparison, but it's a specific comparison that tries not to assume a whole lot of other things. Fruz then gives a rebuttal at https://www.pathofexile.com/forum/view-thread/2227423/page/24#p15863024 and I'd say it's an excellent rebuttal that actually addresses key points. I'll come back to it when I'm not doing citations and some other rebuttals. Directly under Fruz's rebuttal is robmafia's reaction (https://www.pathofexile.com/forum/view-thread/2227423/page/24#p15863025): " Now we see the first time the word "socialism" is brought up explicitly. And if one is to take "advocates for some sort of socialism in a video game" as a definition of "trigglypuff," which is what seems to be the most likely intent, then it has been implicitly brought up with this quote that I've already referenced: https://www.pathofexile.com/forum/view-thread/2227423/page/23#p15862740 " So the times socialism has been originally brought up, both explicitly and implicitly, are by robmafia. So let's go back to me saying "I've added some extra stuff in making the comparison, but it's a specific comparison that tries not to assume a whole lot of other things." Discussing a single possible solution to a given (and admittedly small) problem in a video game, even if the possible solution does have traits of certain ways a socialist philosophy might handle that situation, does not imply the enormous entirety of the economic and political philosophy that is socialism. Likewise, making a comparison of that video game problem to a real world problem also does not imply the rest of socialism. No, robmafia, I did not bring up socialism. I was entirely on the topic of the experience penalty then you implicitly brought up socialism when mentioning "trigglypuffism." From there I brought up a real world comparison to hopefully give some more context to the experience penalty topic and then you explicitly bring up socialism. And as you seem to agree with vmt80 at https://www.pathofexile.com/forum/view-thread/2227423/page/26#p15863499: " So now that I've written an essay, how about sticking to the topic of the experience penalty instead of pulling trigglypuffs and socialism out of the void? |
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" At the moment it does seem like bosses are being more run and planned around, overall. But I'm not sure that's due to experience so much as items. Certain outliers like map Shakari or other multiphase regular bosses like Pier's Architect are of course avoided but the feeling I'm getting is bosses are worthwhile if you're not doing something very specific like superfast currency farming. And even then you'll want to try to be able to down the bosses of the maps you're most likely to run. One of the examples where I do risk vs reward is magic maps versus rares. It's always worthwhile to roll magic maps a bit since transmutes, augments, and alterations are so cheap. Rares on the other hand haven't been so rewarding to me and the main reason I'll run them is to advance my atlas bonus completion. But occasionally they've been more fun such as when I got a corrupted phys reflect map on my Pillar Sunder Juggernaut. At first I tried to turn my damage into elemental but then I decided CWDT IC was just plain better. And it was so much more satisfying doing that straightforward change because of Unbreakable's regen from mitigating physical damage. To the point where I might actually consider doing reflect maps because it oddly enough makes my build more survivable aside from spike damage. But in terms of experience... I can say now that I've found that fun quirk I'm more likely to try things that have more mods if they've also got phys reflect. And that'll translate into more experience overall if I'm playing to my strengths. In terms of doing bosses for experience what I'd most likely try to do is roll a whole bunch of maps that I can quickly do the bosses. If I can't quickly do the bosses then I'd have to weigh the other rewards from doing them and that'd likely narrow down my list of preferred maps. I haven't actually been keeping track of experience from bosses though. And if boss experience doesn't change based on maps mods (particularly pack size) then taking more risks with more mods means the boss becomes less and less valuable in terms of XP. Last edited by Jackalope_Gaming#1826 on Oct 1, 2018, 1:48:06 PM
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" You're absolutely right, XP gain is entirely about those two points and I hadn't thought about those until considering more problems with how XP is gained in the first place. I think it's safe to say #2 is not an ideal expectation of player behavior. If the player looks at something like a reflect mod and finds its 4% pack size increase is completely outweighed by its significant mortality increase for their build then that mod is not at all worth the risk. It's one example but it certainly illustrates how certain mods end up being so binary. Is the ideal case for map mods when we look at the majority of rares we get and have to actually analyze if it's worthwhile? And not just a casual glance to notice one specific mod, but look at them all together and ask ourselves if it's something we can do and if it's worth it to do? I can see an issue where greater knowledge and the ability to process information faster would end up pushing us towards more immediate and binary choice instead of allowing us wiggle room. Or is the sliding scale of build power meant to address that? As far as #1 goes, I would hope the focus is not on OP effects so much as interesting effects. But one issue is splitting up what is OP compared to what is interesting. I expect it's always of interest to find an interaction that makes the toughest or most lucrative encounters easier. But I also expect there are interesting things that wouldn't really be viable in end game encounters. In fact, I would hope there are interesting and fun things that aren't because boiling the game down to simply "what things are most optimal for doing endgame content" doesn't sit well with me since there is so much more potential. |
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" wow, so eager to throw stones that you didn't bother to actually read the posts. i'm the first to mention socialism by name (i think, it may have come up in the fist 20ish pages) - while mocking a long post about poverty and wealth and punishing/taxing the wealthy more... you know, advocating socialism. in a video game. just like i said. how hypocritical of me - to paraphrase a post. oh, wait. no, that's not what hypocrisy means. think harder, do better. [Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
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" wrong " ...from the void? " "the void," ladies and gentlemen. [Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
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