Jeweler's Orbs and Orbs Of Fusing - enough is enough!
" Fantastic idea! |
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I've spent more than a few years in the Academy, earning my Computer Science Master's degree - but right now I'm just a coder. a client comes up and says "I want a system which does this and that", and me and my awesome team make it happen.
your job sounds a lot more fun than mine, Jangolr :) I have been gaming for roughly 30 years, so I have a good idea how a good game - in my view - should look like. your Bandit example is spot on, but there is another layer you didn't mention: risk and reward. when you win a tough boss fight which took tremendous effort, time and skill, and get a loot reward not even worth picking up - it's super frustrating. and to me, if some "trash mob" I casually kill drops a high orb or an awesome unique - my joy is mixed with that "why the heck didn't a boss drop this?" feeling. another kind of frustration. solution (a) was actually proposed by me a few months ago :) and I wasn't the first. not by a long shot - this idea probably dates back to Path Of Exile Alpha. solution (b) I strongly disagree with. I dare say most players in the game (including myself) don't know what an Exalted Orb looks like. certainly not Eternal Orbs or Mirrors. many never found a Divine Orb, while I was lucky enough to have 3 in 6 months of playing. introducing yet another orb - which is bound to RNG and possibly more rare than an Exalted - will only increase frustration, instead of decreasing it. it's just one of those "rich get richer" solutions GGG seem to like, but I despise. Alva: I'm sweating like a hog in heat
Shadow: That was fun |
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" So, 3 months have passed and I don't see everyone running around happily with multiple 6-link items. Ahh, sweet nectar of irony, why are you soured by the fact the dude I quoted seems to have played for a whole month. |
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The eternal orb was sort of what we needed, but GGG made the mistake of making it rarer than exalted orbs, and considerably more valuable. What we need is something like it for links, except that instead of dropping one every couple of months, you can expect to farm one every couple of days, or you can trade for them using fusings. GGG's whole philosophy about "if they get endgame gear now, they won't be interested in continuing" is bollocks, and this is a direct result of that.
Luna's Blackguards - a guild of bronies - is now recruiting! If you're a fan of our favourite chromatic marshmallow equines, hit me up with an add or whisper, and I'll invite you!
IGN: HopeYouAreFireProof |
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" Holy shit, this is why I have this weird twitch in my right eye for the last couple of weeks. I have been spending every orb I have trying for a 6l. Last edited by thedestroyerofkids#0554 on Jul 11, 2013, 8:00:40 AM
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" The issue with this is that if you have predetermined ways to get epic items (such as via boss fights) it creates negative influences on the economy, as you just get bots and/or players doing boss runs to get the epic gear I definitely agree with you in principle, but this is just a consequence of PoE "maintaining" an economy |
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" there is a big difference between knowing what you can get from a boss (predetermined drops), and keeping it random, under the restriction of minimal allowed drop quality: not "fight Piety on Merciless to get a Kaom's Heart" - but "fight Piety on Merciless to get something good, which can potentially be a Kaom's Heart". and a lot more importantly: "fight Piety on Merciless and not get a pile of garbage that wasn't worth your effort". I hope now you understand my state of mind regarding this matter. and on the subject of bots - show me a bot that can farm Piety, or any other boss in Merciless for that matter. if one exists - I wish to meet and hire it's creator, because he's a scripting genius. the difficulty of content is a very natural anti-bot barrier. GGG practically shot themselves in the foot, when they designed early-game currency drops to be equal to (or greater than) late game, and admitted of doing so. Alva: I'm sweating like a hog in heat
Shadow: That was fun |
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" The difference is irrelevant when you do runs, which is what happened in D2 If you know there is a higher chance to get good items from boss runs, you just get players and bosses doing map runs over and over again. This is what happened in D3, and cos D3, like PoE, have an economy, they made bosses drop basically nothing (and it was due to economic distortions) Last edited by deteego#6606 on Jul 11, 2013, 10:31:16 AM
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since you mentioned Diablo 2, let me ask you this:
don't you think that a player doing repeated Diablo runs on Hell difficulty, Baal runs on Hell difficulty or even Uber Tristram runs - "earned his spot" there, and "deserves" better loot than someone who just killed Blood Raven on Normal? of course they do! and that's exactly what Diablo did! you beat Uber Tristram = you got the Hellfire Torch which practically one-shot packs of stuff from that point on, like a mini nuclear weapon. I full-heartedly believe difficulty tiers are good enough, and there's no need to "fix" something which really isn't broken. they keep people playing because there's challenge and a sense of purpose. they keep the economy relatively in-check, because for every one player running around with a Hellfire Torch and uber-godly gear, there are a thousand who don't - because they aren't good enough to enter Uber Tristram yet. clearly, GGG disagree with me on this matter. moreover, they think it's the other way around - and made Exalted Orbs have a chance to fall from Hillock. that's why Act 1 Normal is "bot central". and preventing people just rushing to bosses is easy (when speaking of the PoE release version): just follow Torchlight 2's example, and fill areas with content. quests. secrets. Easter-Eggs. Lore. random local events... make it fun and worthwhile to explore every pixel and kill every monster. Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on Jul 11, 2013, 10:59:50 AM
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" This is what happened to me (with chromatics). My level 70-ish EK guy is now dead in the water and will need to be retired unless I get my son to barter me some new chest armor. In essence, I died to crafting LOL. Even more "devastating", however, isn't that one of my characters got nuked by crafting. I'm an old D2 hardcore player. I can live with that. What is truly demoralizing is to understand that it will always be this way. If you're unwilling to play the haggle mini-game then you cannot really progress in POE. That's in sharp contrast to D2 where my little merry band of self-found hardcore characters was more than able to advance and regear starting characters. " Yeah, tha't me. I probably have the money to have a backup chest piece but I don't have the inclination to participate in what passes for an economy in POE. So for me it was stupid to try to "craft" at all. I don't trade. I don't group. My comments reflect that.
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