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"Features" I dont understand...

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I know RNG is a harsh mistress, but when I kill the Act 3 boss, I shouldnt only get 9 blues. There should be a minimum number of items at set rarities. I mean, it is the final boss in each difficulty. Same thing for unique mobs. Should never drop only whites. At least one blue should be guaranteed

It was like that once. After 9.12 iirc rares didn't have the guaranteed Blue drop anymore.

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Nagisawa wrote:
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Xendran wrote:
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Wittgenstein wrote:
For example, I refuse to read any tips or walkthroughs on any game I ever play unless I get REALLY stuck... will admit that I didn't follow that rule so much with Dark Souls :)


Demon's/Dark Souls are designed with online guides and forums in mind. FROMsoft expects you to look up things and share secrets with friends.


And they're finding out that it's bad for their games. Which is why, FROM Software has decided to be clearer with their story up front, at the very least. Why? Because you can't really sell your game if people can't talk about what it is beyond, 'It BRUTAL hard, man, it's awesome'. Being brutally hard is not a major selling point to people who have jobs, having a good story, or well explained mechanics as well as being challengingly hard IS, though.

Nothing wrong with a hard game, but a hard game with a story, or at least something that makes you want keep playing is much better.

Dark Souls does have well explained mechanics (Or at least mechanics that should be obvious to anyone over the age of 20), it has a decent story and it isn't hard or challenging until you reach optional stuff like New Game+. The game required you to explore and discover stuff for yourself, you do not need a guide or walkthrough at all, everything has a tell and barely punishes you for failure, those who use walkthroughs and guides are just doing themselves a massive disservice and missing the entire purpose of the game.

They're just making Dark Souls 2 a mainstream cash cow because, why the hell not?
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Last edited by Nicholas_Steel#0509 on Mar 11, 2013, 11:12:59 PM
Gotta love the people that ooze "don't criticise the game ever" as if its their beloved child.
Standard Forever
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Wittgenstein wrote:
In regards to recipes, I like the way they are, they require experimentation - or a quick google search. One of those options I think adds emersion and depth, the other circumvents that but is there for people who do not want to invest the time required. For example, I refuse to read any tips or walkthroughs on any game I ever play unless I get REALLY stuck... will admit that I didn't follow that rule so much with Dark Souls :)

In regards to descriptions, they are wordy and can be confusing, but it is either that or have descriptions on the passives be a paragraph long. However, I think an easier route to go would be that when you hover over a passive it would give you a quick and dirty explanation and then there would be an option "clear here for more detailed information". I have suggested this many times.
/


I'll agree to disagree, Blind is a perfect example of the vagueness that the OP is referring to. What exactly does it do? Only google will tell you for sure. Chance to flee is another. Obviously, we know what it does, but how long does it last?

There is being overly wordy or technical and then there is needed details. Shrouding the game in mystery and using that for the shadow of depth is cheap. Having some mystery is fine, but as it stands, some of the game is a tad convoluted.

On top of that, RNG is not fine. Take uniques for example. There drop rates would suggest they are good. Most of them are not and a good chunk of the remaining ones are only viable for a handful of builds. Yes, they will improve in time, but honestly, having the crappy ones drop 3x more often would certainly not kill the economy.

The UI is terrible, they could get away with 1/8 the size. Tell me, why the hell my flasks take up so damn much room, both on the inventory screen AND my UI. Same goes for the XP bar.

Yes, the game is beta, and I have every faith they will tackle a lot of these problems. Hell, they just made buying from vendors doable in this last patch...baby steps. I gave them $20 for that, because to me, that was worth it right there. I'll give them another 20 if they redo the interface, lol.
Last edited by ozzy9832001#0630 on Mar 12, 2013, 8:43:47 AM
Actually rares dropping for bosses in D3 wouldn't have been an issue at all if

1. AH/RMAH didn't exist
2. The bosses were properly challenging for all classes
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SEXYSUPERSATAN wrote:
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Wittgenstein wrote:
In regards to descriptions, they are wordy and can be confusing, but it is either that or have descriptions on the passives be a paragraph long.


There is nothing wrong with them being a paragraph long. Nothing.

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In regards to the loot system, I do not like it and I never have (at least we have a timer now, was purely FFA for a long time) and frankly I am at the same time in awe and furious on GGG's unwillingness to change this in the face of -seemingly - overwhelming support for allocated loot.


There is nothing to be 'in awe' of. Game developers are supposed to be the bitches and cave in to what the overwhelming majority want. They are just acting as a whiny kid with their whole 'we want the game to be played in ways [x] and [y] because we say so' stance. Many of their arguments against are also purely with this in mind, somewhere someone from GGG said that they have experimented with multiple loot systems and that it greatly slows down the pace of the game because you want to be killing monsters and not looking at items or posting items in chat to see if your party needs it. A perfectly valid stance if you only play together with friends and have established rules that everyone follows. I'm going out on a limb here but I'm pretty certain that GGG devs don't play in public parties at all or simply have no need for loot due to the ability to generate whatever the fuck they want. Even if all of what I said above is false and they play the game in the exact fucking way as we do then it means that every single one of them simply have a preference or a certain mindset when it comes to looting that the overwhelming majority of the other people playing this game don't have, which is still a problem. They probably run everything smoothly with zero lag as well but two rangers in my party spamming poison arrows or lightning arrows with gmp/chain is enough to make my fps go to single digits. I actually -can't- pick up the loot in time.


I really could not agree with you less. Game developers are not your bitches. and if they were, noone would be game developers.

Some dreams cannot be bought with money. If they are making the game that they want on their own terms, then, AWESOME! What if, that is not a game you want to play? What if you are not willing to wait until it is the final product? What if, it isn't your ass on the line making these decisions?

I would not be certain about what no-one knows for sure.
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deteego wrote:
Actually rares dropping for bosses in D3 wouldn't have been an issue at all if

1. AH/RMAH didn't exist
2. The bosses were properly challenging for all classes


Actually, issue no. 2 is the problem that PoE is having right now.

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