Can this game go back to RNG please?
Before I give examples, here's WHY: as this game is not ssf-centered, amount of techniques that kill the rng is too damn high, forcing the results in a game that's about rng farming is just bad (and insanely profitable). It's cool when someone can be 20-30% more efficient with his currency. It's not cool when someone can be 100x as efficient and get a mirror in first week.
There should be linear, not exponential relation between time played and rewards. And that could mean buffing of non min-maxed rewards for everyone. So examples how it would be achieved: syndicate: just do the encounters. Strip all the rivalry etc thingy. Player could straight out decide which 3-4 guys can be in each safehouse. They will be, without fail, all lvl 3 when you get to meet them in a safehouse - unless the player feels weak and makes them lower lvl and easier encounter, too. Tone down good rewards, improve bad rewards. delve: let's do away with walls or hardcode them in a way that they can be cleared only once and after you have meet all the side stuff, it won't appear anymore, ever - to prevent low lvl delve farming. Hell, it would be even better to just put all the rewards inside the finish line - including fossils and resonators. The more you delve from point A to B, the more stuff you get, no questions asked incursion: no deciding what you can pick. Finishing every encounter (out of 11) successfully unlocks the apex, no questions asked. Corruption/Carto room as common as every other room, no way to change this. bestiary: this is already streamlined and works as it should. shaper/elder: doing maps, any maps, makes proper influences spread to RANDOM maps with no elder ring/corner shenaningans. The more maps you do, the more you are rewarded. Every single map done gives you 50/50 split chance on which influence goes up Crafting: with the amount of streamlining already adding, while there still will be do-this-to-win crafts, (on average) people at least will have enough crafting materials, including the more unusual ones like delve stuff, so they will be encouraged to try their hand. Inb4: you are envious of our 2 mirrors in the first week! Nah - I feel sad for people that end the league with 2ex and 10ex of gear and there are 10000x as much of them as guys with headhunter. I did proper research once and racked money (printing money basically) and felt BAD about it after the initial two hours of "it's fun!". I'd rather have total amount of goodneses produced by all players stayed the same, but was more evenly split between them. Killing monsters faster multiplied by time spent doing it should be the only cause of success in a league (over a large population, law of big numbers etc) Why bother finding a Mirror of Kalandra if it can be [Removed by Support] Killing the Elder or Shaper while following someone's build is like finding a street using google maps - such an achievement! Last bumped on Feb 23, 2019, 9:01:26 AM
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While I would really really like the changes you suggest Im not so sure it would be the best for the game.
For casuals/semi casuals it would greatly improve the gameplay but for those that play alot Im quite sure it would make the game too easy, or boring. So yeah..... Im not so sure.. |
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" The main problem devs may have is defining the target audience. I know dozen of players who play more than me (when I used to play a lot) yet had nothing good to show for. Obviously, the better you get, the less you hang with such people, because for example you can't map together even if you wanted to. So yeah, it's hard to define what is the core player population of this game. But I can see all of these "build that can kill shaper 10% of the time and I end the league with 2ex" being very happy with the changes I proposed. It's not that overall wealth of the population would be less, it's just that more of it would go to hard working people who don't read about newest exploits or "5c to 5ex crafts". And oh, for the best players it would make game harder, because they would have to get used to non minmaxed rewards. When a good player runs 10 temples and casual runs 10 temples, the difference in reward can be great. Now average player would get more rewards, while specialized player would get less, but overall it would be the same. Look, I can fix an elderly person laptop in 5minutes, while pretending it took me 2 weeks, and get a nice cash for it - but it feels wrong. Why bother finding a Mirror of Kalandra if it can be [Removed by Support] Killing the Elder or Shaper while following someone's build is like finding a street using google maps - such an achievement! Last edited by Prostitute4Money#1097 on Feb 21, 2019, 7:20:34 AM
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I would never understand people who ask for more random. Game is about gameplay, and gameplay is about knowledge, skills and a bit of mathematics. If someone want random - he wants not to play a game but to gamble.
Anyway, there is actually way to increase random - every time player find valuable item he rolls a dice, if value is 1-3 then player keep item and if roll is 4-6 then player destroy item. More random = more fun right? retired from forum because of censorship and discrimination
(also poe2 bad) |
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" Did you play diablo 2? With XX amount of MF you had 1/290 chance to drop item you want from andariel or 1/397 chance to drop this item from mephisto. Add to that 1/10000 or less chance to drop a particular rune - that game was pure rng and I loved it! Why bother finding a Mirror of Kalandra if it can be [Removed by Support]
Killing the Elder or Shaper while following someone's build is like finding a street using google maps - such an achievement! |
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For the longest time, PoE has suffered the exact opposite issue, way too RNG reliant and was heavily in need fo system to channel rng, intelligent rng, etc. Rather than just pure random crap which any 2 yo can do, intelligent rng systems is the future.
And guess what, i am playing D2 right now as we "speak". I am the light of the morning and the shadow on the wall, I am nothing and I am all. Last edited by Crackmonster#7709 on Feb 22, 2019, 3:00:04 AM
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Interesting read. There is little I can agree with, however.
While I respect anybody's feedback, I really hope GGG does not take this road to "watch a movie about dice rolling" aka "Diablo 2 was so much fun (but I do not play it anymore lol)" |
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Oh, and btw, the reason "pure" rng works in d2 is because the amount of items is far more limited but most importantly because the droprates are FAR greater which mean you just get tons of stuff and getting or trading to your eventual item is not that hard. That overrules the problems of pure rng, and honestly i've always felt droprates in poe were far too crappy, but it is what it is.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
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" I bought it to finally try multiplayer, then some odd patch hit and I guess "no more maphack" so that's it for me I can't see any good reason to disagree with me. Look, it's not like I would forbid channeled rng without any compensation. But the way people soft-exploit stuff hurts the drop rates for the rest 80-90% of players who play normally. Give me one example where I'm totally wrong - of some item or other desired result Why bother finding a Mirror of Kalandra if it can be [Removed by Support]
Killing the Elder or Shaper while following someone's build is like finding a street using google maps - such an achievement! |
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I'm very surprised people would ask for more rng.
Rng gating of content and rewards is already extreme in poe. I vote for less rng, not more. Ps. Betrayal is overly complicated though. |
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