Path of Exile, Gameplay Criticism

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鬼殺し wrote:
We are not going to see eye to eye on this one, Fruz. Take heart though: GGG agree with you, which is why this is an argument I rarely make. Wasting my time is fine as long as I enjoy it. Arguing pointless things is something my teenage self enjoyed. My middle age self is like dude no one needs any more grey hairs than life already gives them free of charge.


One thing that I kind of dislike, is players saying "you are afraid of leveling at the end of the level but not at the start !", without explaining how/why this would be a bad thing, and how to create risk without something like this.

To me, this way of thinking is only when one think that his build is going to fail ... doesn't that mean that there is room for improvement in such a case ?
People don't follow such a pattern in HC after all, and I personally think that HC is / should be the basis for balancing.

I find no problem with having clear "threshold" as objectives that allow you to chill more once you got them, if anything ... it allows for more flexibility to me, more than "make the grind boring" later on.
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#6137 on Jan 19, 2019, 3:07:14 AM
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Aim_Deep wrote:
I just wish they'd make everyone happy and give them their no death penalty league.


"everyone"

[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!
No death penalty league sounds like an awesome idea. No more boring forum threads made by the same people, everybody will be playing witch/ranger and brag about their level 100. Feels good.
Thank you for the time that you put into your feedback, Fruz. I can tell you put a lot of thought into it.

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Fruz wrote:
In the video you say ...
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death penalty is unable to make sense because of the rate war

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when what you loose and why you lost it are so tenuously connected, it defeats the purpose


It does make sense, it's just much more unforgiving, but it still does make sense of course.
"It defeats the purpose" ? just saying so won't make it true, you need to explain why if you really have something to back this claim up.
I don't think you can because I don't think that it does defeat the purpose at all, you are getting punished because you made a mistake, that's the purpose, it's clear and it's bloody effective.


For punishments to be effective at conditioning behavior, they need to be obviously connected to the "mistake". The rate war shortens the time that players have to react to things, sometimes to much shorter than human reflex time. In other words, the time between "the warning" and "the punishment" can be too short to be realized. This destroys the connection. For example, it can be like yelling "dodge the ball" after the ball has already hit someone. "What you lose" and "why you lose it" are too "tenuously connected" to serve the conditioning goals of punishment, wholly apart from the severity of it.

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Fruz wrote:
The game has been intentionally balanced around being able to log out, from the start.
It has always been the stance of GGG, mainly to allow people with unstable connections to not be too punished when problems happen ... and also to be able to have a more 'spiky' gameplay ( you can call that lazy if you want, but the adrenalie spikes are also more a thing when you can feel the risk coming at anytime and need to be ready ).


It seems like they would have created an "instant teleport to town" hotkey rather than town portal scrolls if their intention was to balance around logging out.

Did a developer ever say this?

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Fruz wrote:

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If I'm earning xp at 30% the normal rate because my level is too high, why do I still loose 10% XP of my current level not matter what ?

That one is very easy :
If you are running content that gives you an xp penalty, it means that your level is too high, and the content is easier where you are at than where you could be ( if you could. If you can't ... well, you're already > lvl 90 and there is only the long grind to 100, which is punishing on purpose imo ).
Should you be punished less because you choose to run easier content if you mess up something ? why would that be a thing ? if you are running easier content, and are dying, you have even less excuse for it, you made a mistake in 'easier' conditions, and it's equally 'punishable' imho.


I don't see why easier conditions should matter more than the attempted rewards themselves do in determining a penalty. Would you argue that someone should be punished for something when they stood to gain nothing (and no one else stood to lose anything) from it?

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Fruz wrote:

The part about the section's size on the wiki is quite silly as it's really irrelevant.
1) GGG does not make the wiki
2) There is an index at the top of the page and "Death" is literally the second element.
3) The death penalty does not need to be complicated, there is no optimization, there is no calculation, it's clear, and that's a good thing. The xp gain is relative to the area, and people are going to try to optimize it, nothing amazing about this.

It looks like you are just trying to find stuff to support your dislike of the xp penalty on death, but using irrelevant and silly elements like this are not going to help you, it's probably not doing your video any good.

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The fact that you invested this kind of time into deciding how experience should be gained is as good as a confession : you know that the experience loss part is undercooked

No, just saying it out loud won't make it true.


If addition requires some mathematical rigor, I would expect that rigor to carry over into subtraction using the inversion of whatever logic led to the addition. The simplicity of the XP penalty in contrast with the XP gain is strong evidence that they don't follow the same logic.

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Fruz wrote:

You realize that HC players racing also need to think about what content they want to run and what are the most optimized gains ? How do they fit into your rant ?
-> They don't, because that was just a rant without an actual base there. If there would be no xp penalty on death, people would likely still be looking for an optimized way to gain experience ...


I wouldn't bring hardcore into any discussion of penalty, because the entire draw of hardcore is the penalty. Analogies aren't tenable.

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Fruz wrote:

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Needing to actually pay attention to mechanics has become a sign that you're playing the game wrong.

No it hasn't, it looks like you haven't done any high level encounter, but people run shaper / uber elder / uber Atziri even in HC, and for SC players not necessarily when they xp bar is at 0%.
And those fights are completely mechanical.


This means that there has been a move away from "reaction" in favor of "prevention" due to the aforementioned shortening of the time that players have to react via the rate war. "Playing the game wrong" was hyperbole.

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Fruz wrote:

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The game cannot produce a proper challenge

Yes it can, it's not because you haven't done any of the endgame challenging encounters that there aren't any.
At this point, you are being uninformed, and uninformed feedback is much less relevant than informed feedback.


My entire presentation was to demonstrate this point. If you want, change the language to "seldom produces a proper challenge".

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Fruz wrote:

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loosing a portal is already a pretty solid penalty [...]

You lost all credibility at this point.
Efficient people run maps in one portal, two maximum. Loosing one portal would be absolutely meaningless but for a handful of specific encounters pretty much ( encounters that you haven't done, for many or most I would even go as far as saying that you have never even tried them, but I might be wrong about that ).


This is a better argument for reducing the number of portals available than for an additional penalty (when that penalty even applies).

(Also, declaring that someone has "lost all credibility" is very risky.)

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Fruz wrote:

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I tried very hard (and failed) to prevent people from thinking this is what I meant. I did point out negative aspects of death penalty, but I also pointed out negative aspects about the other topics and did not mean to imply that they are entirely negative or that they should be removed cold turkey.

Yet I don't think that you mentioned a single positive thing about the death penalty ... did you ?


I did in my supplemental video linked in the description. But, no, I didn't say much positive at all in the main one, which was by admission at the beginning.

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Fruz wrote:

PS : there is no "life drain" in path of exile.
PPS : You're speaking a lot in an almost condescending manner, as if GGG has no idea what they are doing, and haven't thought about everything that you have said many times and much more than you've already thought.
Don't get me wrong, giving feedback isn't bad, but you're missing the big picture here, they have a much better idea of that big picture than you.
Only on top of that, they have much more information about what the playerbase actually wants ( not you, the playerbase as a whole ), how they could react, and what would be the implication of doing x and y changes.
I'm all for slowing the game down for example ... but I don't want the game to die, so I'd rather have it fast than not have the possibility to play it at all.


Neither of us speak for the game developers.
I did, I spent more time than I thought I would thinking about what you said in the video and answering tbh.
Allow me to put all that in a spoiler, it's getting a bit long !

Spoiler
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Khalixxa wrote:

For punishments to be effective at conditioning behavior, they need to be obviously connected to the "mistake". The rate war shortens the time that players have to react to things, sometimes to much shorter than human reflex time. In other words, the time between "the warning" and "the punishment" can be too short to be realized. This destroys the connection. For example, it can be like yelling "dodge the ball" after the ball has already hit someone. "What you lose" and "why you lose it" are too "tenuously connected" to serve the conditioning goals of punishment, wholly apart from the severity of it.

It does happen in case of bugs or glitches.
But not otherwise.
The things that will one shot/instantly kill you are the telegraphed hits, that you are supposed to dodge, or the things like bearers, volatile, etc ... and are supposed to be mechanically avoided.

If so many are reaching lvl 95+ and 100 HC and SSC HC, it clearly shows that people just don't get killed instantly.

Now, the screen clutter is really not helping anybody here and things that should be seen by the player and then dodged .... aren't always that obvious, and there I think that we have a problem.
For the rest, I disagree.

There is one exception though : Reflect.
Somebody attempting Queen Atziri for the first time will likely blow himself up on the split phase unless using a damage source immune to reflect, and I'm really against reflect in its current state.


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Khalixxa wrote:
It seems like they would have created an "instant teleport to town" hotkey rather than town portal scrolls if their intention was to balance around logging out.

Did a developer ever say this?

I'm not sure if Chris directly said it or implied it, but it has been discussed in podcasts / interviews in the past.
I wish I could find you a source right now but there is way too much material where that could be for me to look through all of it.
They surely followed D2 regarding this (never played D2, only D1), but liked it ended up balancing the game around it I guess.


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Khalixxa wrote:
I don't see why easier conditions should matter more than the attempted rewards themselves do in determining a penalty. Would you argue that someone should be punished for something when they stood to gain nothing (and no one else stood to lose anything) from it?

They don't matter more, they have the same impact : none.
I would indeed argue that someone trying hard to do something and makes a mistake can be more easily forgiven than someone who does just pretty much nothing and makes the same mistake.
It all depends on the context though, I don't think that such an abstract analogy is really going to lead us anywhere.

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Khalixxa wrote:
The simplicity of the XP penalty in contrast with the XP gain is strong evidence that they don't follow the same logic.
I really don't think that they need to, at all.


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Khalixxa wrote:

I wouldn't bring hardcore into any discussion of penalty, because the entire draw of hardcore is the penalty. Analogies aren't tenable.
Did you know that HC players are also affected by the xp penalty ladder-wise ?
When a character dies in HC, he looses 10% of xp then the char is moved to the parent league.
Of course, most people don't really care about it.

My point was : it's not more a boring grind for SC player than for HC players, and if you end up needed to resort to hitting a level to try some content out (we all have done it I think), it means that you can improve somewhere, it means that you are scared of the content.
I like having some scary content in the game.
The game is not balanced around players chickening before reaching a level.

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Khalixxa wrote:
(Also, declaring that someone has "lost all credibility" is very risky.)

Maybe I should have said "most" instead of "all", and this is of course only my opinion.
The portal arguments really does not hold any water imo.
Maps are raining from the sky in the current league.

Reducing the number of portals could be arguable though, but you would make the 'deadly' encounters of the game (much) less accessible.
There would be less occasions to try it out, and then less error margin.
This plus the fact that if you would really make it costly, it would need to be reduced to 1 or 2 portals.
It would also either :
- kill party play
- make it 'cheezable' through party play

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Khalixxa wrote:
I did in my supplemental video linked in the description. But, no, I didn't say much positive at all in the main one, which was by admission at the beginning.

Alright I haven't checked it, maybe I will give it a look later!


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Khalixxa wrote:
Neither of us speak for the game developers.

We don't, I just find that your tone was more of a "you should really listen to me GGG, because I know what I'm talking about (and your game will die if you won't)" than suggestions.
Pardon me if that was a bit harsh, but that kind of is the feeling I had.
I've seen too many "Do this or you game will die GGG !" threads/messages around here I guess though, and too many people who think that designing a game is easy and that they know it all.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
GGG contradict itself in design many times, people are just to blind to see those contradictions.

But ok, if people that defend death penalty can solve this contradiction created by GGG itself (except for the two poor reasons that I will list and devalue myself) then you are good to go and continue your white knighting.

First we will start with stating facts:

1)GGG created maps that have 3 grades (white,yellow, red), to enter each map you use an item that open 6 portals

2)The higher your level is the less exp you gain, even if you go on red maps that are highest tier, you will still get around 0,3%-0,5% of your level

3)If you die you lose 10% exp

Now try to solve the design ridle made by GGG.
The riddle goes as follows:

GGG give you possiblity to enter the area 6 times. Why 6 and not 1?
6 means you can die up to 6 times losing up to 60% of your exp, where in return you get 0,3-0,5% of exp per map. Each map give you 6 entrances meaning the design was created in mind of dying up to 6 times per map. Otherwise why would we need so many portals?

2 poor reasons that I promised to post myself:

1)Because you need to take out items from the area or exit in order to trade
Poor reason because the higher level you are, the less junk you pick up, the more you filter loot and the less you actualy overload yourself. Only valid for really rare cases where stars align and you have enough luck to find so much valuable junk to clutter your whole invetory. Additionaly trading can wait those 3 minutes or less till you finish, so thats not a reason for the 6 portals aswell.

2)Because you can use other portals in order to party play.
It is also really poor reason, since most people in POE dont partyplay at all.
The second reason why it is poor, its because you can easly change the game to spawn one portal for each person that is only visible for that person.
Last edited by herflik#4390 on Jan 19, 2019, 6:30:10 AM
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herflik wrote:
Now try to solve the design ridle made by GGG.
The riddle goes as follows:

GGG give you possiblity to enter the area 6 times. Why 6 and not 1?

PoE is a multiplayer game, end of the riddle.
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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GGG give you possiblity to enter the area 6 times. Why 6 and not 1?
6 means you can die up to 6 times losing up to 60% of your exp, where in return you get 0,3-0,5% of exp per map. Each map give you 6 entrances meaning the design was created in mind of dying up to 6 times per map. Otherwise why would we need so many portals?


This has to be saved for future generations. Wow, the logic, its too much.
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Johny_Snow wrote:
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GGG give you possiblity to enter the area 6 times. Why 6 and not 1?
6 means you can die up to 6 times losing up to 60% of your exp, where in return you get 0,3-0,5% of exp per map. Each map give you 6 entrances meaning the design was created in mind of dying up to 6 times per map. Otherwise why would we need so many portals?


This has to be saved for future generations. Wow, the logic, its too much.

lol, I didn't really read past that first sentence actually!
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#6137 on Jan 19, 2019, 9:29:54 AM
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Fruz wrote:
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Johny_Snow wrote:
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GGG give you possiblity to enter the area 6 times. Why 6 and not 1?
6 means you can die up to 6 times losing up to 60% of your exp, where in return you get 0,3-0,5% of exp per map. Each map give you 6 entrances meaning the design was created in mind of dying up to 6 times per map. Otherwise why would we need so many portals?


This has to be saved for future generations. Wow, the logic, its too much.

lol, I didn't actually read past that first sentence actually!


but is he serious tho?
I thought that was sarcasm :S
i hope it is for his sake
by that i mean this part
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GGG give you possiblity to enter the area 6 times. Why 6 and not 1?
6 means you can die up to 6 times losing up to 60% of your exp, where in return you get 0,3-0,5% of exp per map. Each map give you 6 entrances meaning the design was created in mind of dying up to 6 times per map. Otherwise why would we need so many portals?
Trust your mind and strengthen your abilities!
Last edited by MrsDeath_#3960 on Jan 19, 2019, 9:22:29 AM

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