70 Hours and already burned out, how do you do it?

Anyone who plays for 70 hours of the first 72 will feel burned out. It's just your body telling you that if you go 24 more you're going to die.
Surprised this thread is back up here.

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Powbleeder wrote:

And who are you to determine that getting excited over a game is negative? Seems like you're just arbitrarily deciding that people should never do that as if it was natural.


Context determines it. Community or self building things are good things to have genuinely manic reactions for. A video game is not. It's akin to gambling.

Also, this is a fun argument to reply to. Who are you to determine that having these types of reactions to a video game is positive? Seems like you're just arbitrarily deciding that people should do that as if it was natural.

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Again, why do you care about how others express it? I actually do agree that PoE can push their model further through the use of envy, but it seems like a strange thing to automatically not like the game for.


It's the context of the reaction. The game has been seemingly and knowingly been built to exhibit that type of reaction in players by using psychological techniques. I can't emphasize this point more.

There's also the negative parts of the mind that come from constantly bombarding yourself with this type of behavior, but that's outside the scope of this discussion.

The same way you would denigrate a crack dealer for selling crack, knowing what it does to minds and bodies, is the same way I'm approaching this. However, the difference is crack is a derivative of a natural substance that happens to be addictive, this game seems to have been purposefully built to be addictive.

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What? This part here completely misses the point. I brought chess in not because it's a different game, but to show that there are some base rules that are always going to be the same no matter what. These are the "superficial" aspects of PoE that you've been pointing out. A piece will always move the same way no matter what. How it's done is where the nuance and game gets interesting. Same with PoE. The way you build your character and stack life, damage, etc. have their own subsets and limited passive skill tree points and item slots. Based on those, you puzzle them together differently depending on how you want to build it. The nuances are there. You're just comparing the games, not my argument.

And how does my analogy fall flat? Read what I just wrote above more carefully. I'm not going to ignore stacking life and damage. I'm finding new and interesting ways to do it and the resulting build differs greatly with each passive point I take and item I use.


Allow me to explain why your chess analogy falls flat.
1)While the moves seem simple, the ordering is not. Being 1 move away from properly reacting, whether through negligence or the opponent exploiting a weakness, puts chess at a different scale.

2) Adjustment of strategy. At any point of time your opponent can simply shift strategy to better exploit a weakness. You are facing a thinking opponent which can and will react to your choices.

To contrast with the poe passive tree. You picked ES or life. You pick a gem and build into it. There's no sophistication in choosing to boost fire damage because you use a fire skill or any of that. It's extremely cut and dry, and many trees will share the exact same nodes every time. Many trees will be sporting the exact same values.

And finally, playstyle. Many of the builds at this stage of the game play exactly the same. Rush around 1 shotting nearly everything or getting oneshot.

I'll elucidate this point. There's more significant differences between a handful of chess matches than there are between a handful of builds in poe.

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Isn't that what I've been saying? You seem to want game-changing differences with each passive you put in.


If it was what you were saying, we'd not be discussing this point right now. Let's take this point right here, this is what you've said.

"The heat map only shows what's popular. Not necessarily what's effective for different scenarios and playstyles."

When is damage not effective? When is effective health not effective? When is avoidance (if building that) not effective? See, the problem here is that you cannot make a build without these points. Again, I ask you, is there ever a point in this game where min-maxxing isn't the right choice?

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That difference does not matter in the context of this argument. Humor does not make the video automatically false and neither does the context of it make it false. Humor is the way the information is presented. Nobody denied the information in it, even if it is presented in a slightly skewed way. People realize this is what they are going for and are fine with the game being the way it currently is. You just happen to not be and expect everyone else to have the same beliefs.


No, but humor shadows the seriousness of it. You wouldn't joke about somebody you care for becoming seriously maimed. It's in this case that I denigrate your video because you can hear it from Chris WIlson that RNG is used as part of the skinner box phenomenon in this game.

And if you cannot see the seriousness of that in a video game to condition its players, then you either have not fully read or fully thought through the implications of such a fact.

Covering it with humor is abhorrent.

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I never said the challenge rewards should be the grind itself. I said you set your own goals/choices to grind in PoE and this is just one aspect of it. Same with items. I also never disagreed with the enforcing of envy in the game. My problem with your arguments was never on that. It was on generalizing the game to the point of objective innacuracy and misrepresentation of it. Your replies seem to imply that you have an expectation for what the game should be, but are disappointed that it isn't that. Which is fine, but the majority of the playerbase have decided it's just fine the way it is and is only getting better.


Nothing I've said is objectively inaccurate or a misrepresentation of it. Let's go through the checklist:

1) Did Chris Wilson describe the RNG in this game as being part of the Skinner Box?
2) Do people share the good rng drops they get everywhere they can?
3) Do people rage at their terrible RNG?
4) Do people with terrible RNG rage at people boasting about their good RNG?
5)Do people with good RNG shoot down attempts to improve RNG?

As for the playerbase, the point I ask is this.

Does the playerbase actively enjoy this game or have they been psychologically conditioned through random dopamine rushes to desire to play this game for the next dopamine rush?
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Hayrich wrote:
Maps and endgame are where the real content are. And I don’t play every league, maybe every 3 leagues or so, thus when I come back it’s like a new game with all sorts of added content.

The one thing that makes me isolated is the rather poor partying options. It’s not easy to quick join a party with similar mapping aims to make friends and roll, and this is usually how i quit each league... because of lack of human contact.


this
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Nephalim wrote:
The game does not get addictive until you hit maps and start to progress the atlas and see your build start to come into it's own.

What you've experienced so far is the trudge known as the act leveling process which most players try to rush through as fast as possible - usually within 8-10 hours. It makes up only 1-5% of most player's overall playtime.

I've been playing poe on and off for 5 years and it's the only game that has ever kept my attention for that span of time.



To me its the opposite..

I get hooked from Act 1 to 10 then when MAP´s start l quit because these Maps make no sense but stupid grinding....

I see absolutely no point in playing repeating MAPs without any Storyline or Sense but to grind for items.....

I would prefer another 10 Acts instead of these stupid MAPs..

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