Reap what you sow. Sow dead simple repetitive gameplay and get players who can't handle gaming

"
Thror2k5 wrote:
"
webas wrote:


Synthesis was crafting and nothing much else. Had some bosses. Thats it.




i have to stop you right here. THIS is the actual synthesis league. THIS was bad:



Disagree. Building your own dungeon was pretty great compared to figuring out what crafts into what with its crafting mechanic.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
Synthesis or rather GGG's handling of it is rather 'special'..

That expansion had two major parts:

- crafting
- puzzle game with deterministic/targeted rewards

It also had the usual (and definitely dangerous) mix of 'overambitious goals' with 'rushed execution'.

We all remember how it ended up:

- disastrous release (map drops tied to content that was bugged, bugged content (fog, mobs)
- crafting part was revolting: the same mechanic could reward you with 'onslaught' or '+4 mana' and somehow someone thought is is a great idea. recipes were hidden (sh.. cheap move) and it took like 15 minutes to realise that you can safely ignore this mechanic if you are not .1% that can afford several key bases (and stomach the inevitable bricks)
- map-as-you-plase was buggy without ANY UX whatsoever, people were able to brick their memory maps doing basic things (that somehow noone even tested)

in short: crafting was aimed at .1%, memory map was unusable at release (it TRULY was unplayable, it is not an exaggeration) and it all was released like 2 weeks before it was ready

GGG fixed the memory map like ~month into the league (when all but no-lifers already left). sadly that somehow made GGG believe that it was the memory map that was the problem. when it was binary crafting (incredibly broken when you can afford it, worthless when you just want to slap some items together) and REVOLTING quality of the release version..

Synthesis was great concept and very much liked when Synthesis 2.0 got released. GGG completely ignored that and had their entire focus on crafting part seemingly blaming it for the the league's reception..
"
Foreverhappychan wrote:

Dude, it's not 'publish or perish' academia. It's not competitive dog-showing. It's not the cut-throat world of mommy-blogging. It's a fucking game. You're missing the third, very legitimate option: adapt, perish, or play something else.

'I have adapted' when the situation is 100% voluntary is a nice way of saying 'I'll put up with this shit because I still enjoy what it comes with'. And that's perfectly fine. But please don't dress it up like some sort of evolutionary achievement. Leave that to the Zerg.

uh oh.
that's a key decision: do i try to change the game or adapt.

i could try to change the game if i had some 100 grand and were able to employ the commercial agencies needed to pull off the reddit stunts which ggg's competitors use to ruin the game and pull ggg through the arena by the nose ring they paid for.

or i adapt as a humble but poor player.

because, what other game is out there which is comparable?
age and treachery will triumph over youth and skill!
"
sidtherat wrote:
Synthesis or rather GGG's handling of it is rather 'special'..

That expansion had two major parts:

- crafting
- puzzle game with deterministic/targeted rewards

It also had the usual (and definitely dangerous) mix of 'overambitious goals' with 'rushed execution'.

We all remember how it ended up:

- disastrous release (map drops tied to content that was bugged, bugged content (fog, mobs)
- crafting part was revolting: the same mechanic could reward you with 'onslaught' or '+4 mana' and somehow someone thought is is a great idea. recipes were hidden (sh.. cheap move) and it took like 15 minutes to realise that you can safely ignore this mechanic if you are not .1% that can afford several key bases (and stomach the inevitable bricks)
- map-as-you-plase was buggy without ANY UX whatsoever, people were able to brick their memory maps doing basic things (that somehow noone even tested)

in short: crafting was aimed at .1%, memory map was unusable at release (it TRULY was unplayable, it is not an exaggeration) and it all was released like 2 weeks before it was ready

GGG fixed the memory map like ~month into the league (when all but no-lifers already left). sadly that somehow made GGG believe that it was the memory map that was the problem. when it was binary crafting (incredibly broken when you can afford it, worthless when you just want to slap some items together) and REVOLTING quality of the release version..

Synthesis was great concept and very much liked when Synthesis 2.0 got released. GGG completely ignored that and had their entire focus on crafting part seemingly blaming it for the the league's reception..


all true

what would be apporpriate?

2 proper tested leagues per year! please consider that option.

your problem is binding the mtx purchases on a league release.
that's your self choosen problem.
age and treachery will triumph over youth and skill!
Last edited by vio#1992 on Sep 6, 2020, 3:58:13 PM
"
vio wrote:
"
sidtherat wrote:
Synthesis or rather GGG's handling of it is rather 'special'..

That expansion had two major parts:

- crafting
- puzzle game with deterministic/targeted rewards

It also had the usual (and definitely dangerous) mix of 'overambitious goals' with 'rushed execution'.

We all remember how it ended up:

- disastrous release (map drops tied to content that was bugged, bugged content (fog, mobs)
- crafting part was revolting: the same mechanic could reward you with 'onslaught' or '+4 mana' and somehow someone thought is is a great idea. recipes were hidden (sh.. cheap move) and it took like 15 minutes to realise that you can safely ignore this mechanic if you are not .1% that can afford several key bases (and stomach the inevitable bricks)
- map-as-you-plase was buggy without ANY UX whatsoever, people were able to brick their memory maps doing basic things (that somehow noone even tested)

in short: crafting was aimed at .1%, memory map was unusable at release (it TRULY was unplayable, it is not an exaggeration) and it all was released like 2 weeks before it was ready

GGG fixed the memory map like ~month into the league (when all but no-lifers already left). sadly that somehow made GGG believe that it was the memory map that was the problem. when it was binary crafting (incredibly broken when you can afford it, worthless when you just want to slap some items together) and REVOLTING quality of the release version..

Synthesis was great concept and very much liked when Synthesis 2.0 got released. GGG completely ignored that and had their entire focus on crafting part seemingly blaming it for the the league's reception..


all true

what would be apporpriate?

2 proper tested leagues per year! please consider that option.

your problem is binding the mtx purchases on a league release.
that's your self choosen problem.


Or less ambitious leagues which they can actually finish properly on a 3-month schedule. But then we get complaints like that of the OP (which I don’t entirely disagree with).

This is what I mean when I say GGG is caught in a very difficult position in terms of pleasing various groups of players while being profitable. They need the 3 month cycle because people have zero attention span and won’t spend money unless huge amounts of new content are thrown at us rapidly.

GGG wants to engage veteran players with overly complex and overly ambitious mechanics while giving us lootsplosions at the same time. There are also experienced veterans who have mastered everything and yet all they want is “moar breach.”. As I said, casuals don’t even need to be factored in and you already have a clusterfunk of competing desires.
We're all in this leaky boat together, people.
Last edited by demon9675#2961 on Sep 6, 2020, 4:54:28 PM
'less ambitious' is a shortcut of sorts.

it is not about ambition but about understanding that adding 1000 items into the game is not 'progress' but bloat

long time ago GGG knew and were able to pull of great things WITHOUT creating 10 new currencies, few dozen splinters, 100 new bases, 200 new enchants and 900 new gems

it is inevitable that out of these 1000 entities 900 was designed in spreadsheet by auto-fill. stuff like alternate quality is cool, making all gems have THREE alternate qualities is crazy

most of the content added nowadays is USELESS BY DESIGN. noone plays Cleave, yet they add 3 alternate qualities to a skill noone uses, noone will. noone cares about 'stun duration' on melee weapons because stun got effectively removed from the game last patch. noone cares about +range to strike skills because.. noone cares about strike skills.

all these changes cost manpower. manpower that is sadly spread so thin over all hundreds of changes/additions that they collectively are - on average - of poor quality and lack that design 'punch'

and it is always new.. even if rework could do. take betrayal.. betrayal sucks. it has terrible end-boss design that resets entire board, board while can be manipulated and exploited is RNG fiesta and rewards in 95% are crap. that 5% is very nice and thats why people interact with it but in general it is filler content with nice rewards. it is too convoluted, to bloated, most choices you make are auto-choices because alternatives are uber bad.

Heist could have been Betrayal 2.0 - that would fix both bloat problem AND gave us better version of something. but no.. promo videos dont like word 'rework' because reason.

less ambitious is wrong approach. id use word realistic. and stop cutting corners to put even more bloat into the game. remember last league 'reworked' uniques? where are people who admired them? NOONE used them, these were duds, DoAs.. replica uniques - same story. out of 100, 50 are already dead, 25 are 'maybe as a 5th build of the league', 20 are stronger but boring and the fabled remaining 5 are broken as fuq. game could do without the first 50.. same with gems. out of 900 you can safely cut 700. 50% cluster jewel notables and jewel types - worthless. filler, bloat.

i bet it is poe2 content but if poe2 is built on bloat like this..

how to avoid synthesis fiasco? introduce memory-map period. that crafting part was to please the .1% that.. honestly does not need any more pleasing at this point. by trying to do that they royally pissed the 99.99 by releasing junk product
"
sidtherat wrote:
'less ambitious' is a shortcut of sorts.

it is not about ambition but about understanding that adding 1000 items into the game is not 'progress' but bloat

long time ago GGG knew and were able to pull of great things WITHOUT creating 10 new currencies, few dozen splinters, 100 new bases, 200 new enchants and 900 new gems

it is inevitable that out of these 1000 entities 900 was designed in spreadsheet by auto-fill. stuff like alternate quality is cool, making all gems have THREE alternate qualities is crazy

most of the content added nowadays is USELESS BY DESIGN. noone plays Cleave, yet they add 3 alternate qualities to a skill noone uses, noone will. noone cares about 'stun duration' on melee weapons because stun got effectively removed from the game last patch. noone cares about +range to strike skills because.. noone cares about strike skills.

all these changes cost manpower. manpower that is sadly spread so thin over all hundreds of changes/additions that they collectively are - on average - of poor quality and lack that design 'punch'

and it is always new.. even if rework could do. take betrayal.. betrayal sucks. it has terrible end-boss design that resets entire board, board while can be manipulated and exploited is RNG fiesta and rewards in 95% are crap. that 5% is very nice and thats why people interact with it but in general it is filler content with nice rewards. it is too convoluted, to bloated, most choices you make are auto-choices because alternatives are uber bad.

Heist could have been Betrayal 2.0 - that would fix both bloat problem AND gave us better version of something. but no.. promo videos dont like word 'rework' because reason.

less ambitious is wrong approach. id use word realistic. and stop cutting corners to put even more bloat into the game. remember last league 'reworked' uniques? where are people who admired them? NOONE used them, these were duds, DoAs.. replica uniques - same story. out of 100, 50 are already dead, 25 are 'maybe as a 5th build of the league', 20 are stronger but boring and the fabled remaining 5 are broken as fuq. game could do without the first 50.. same with gems. out of 900 you can safely cut 700. 50% cluster jewel notables and jewel types - worthless. filler, bloat.

i bet it is poe2 content but if poe2 is built on bloat like this..

how to avoid synthesis fiasco? introduce memory-map period. that crafting part was to please the .1% that.. honestly does not need any more pleasing at this point. by trying to do that they royally pissed the 99.99 by releasing junk product


I pretty much agree. While I've actually liked the majority of the last few sets of patch notes, I always find something that irritates me to no end. In 3.11 it was the bizarre and unwarranted nerf to static strike, a skill nobody used (please correct me if it wasn't actually a nerf but I'm pretty sure it was). Dev time went into that change and it had zero purpose other than to confuse everyone.

There were also several new Harvest uniques that are pretty much garbage - I don't understand why they exist. So much time was put into designing them and drawing their thumbnails. It's just sad.

Content bloat has always been one of my biggest gripes with PoE. From uniques to item affixes to passive nodes to skills, there's so much in the game that experienced players just avoid engaging with (even erase with their loot filters).
We're all in this leaky boat together, people.
Last edited by demon9675#2961 on Sep 7, 2020, 2:24:41 AM
I find your argument to be disingenuous.

It's not that gamers dislike complicated league mechanics, it's just that GGG can't implement complicated league mechanics. Synthesis was an absolute mess. Crafting required you to spend hours looking up spreadsheets and custom made websites to try to get what you want and it was still RNG. It took months for them to work out bugs, and it was just RNG everywhere. Betrayal was a mess at first and took about a league to get it to a decent place.

Delve is different, and you can go fast or slow, and most people find that a success.

The issue is that the game requires a high dps, speed build to get the rewards from the game. That's not gamers having no patience at a more complex league, that's a league at odds with the core principle of the game. You have to go fast to get maps with bosses to get good drops. You have to go fast to complete maps in order to unlock sirus or elder or whatever. You have to go fast for Delirium or Incursion. You need 300 splinters for this or 100 shards for that, fast fast fast, or you'll never do it. Heck, I've never unlocked the Delerium thing, cause I don't go fast enough and I don't want to play 10 hours a day. I feel so at odds with harvest because things slow to a crawl when I'm in there. I don't mind it, but I know I probably could have done a whole map with the time I spend futzing around with tanks, dispersers, etc.

RNG is one of the core principles of the game. The devs have said it multiple times. RNG ensures replayability and keeps people hooked. In order to get the most rewards, you need to grind the rng to get the good stuff or get stuff good enough to sell to get the good stuff.
I honestly miss this... I'm not going to lie. I don't care what the Reddit "critics" said about Synthesis. The same critics by the way, that later when Synthesis was removed came back to Reddit and said that they miss Synthesis. I liked this puzzle game when it came out and I actually LOVED synthesis with how it was in the original 2 weeks before Reddit ruined it with some user who figured out some exploit and then GGG had to patch it to where you can only path your tiles in a single path instead of multiple paths.

I miss being able to craft my own unique map mods from this. I miss the synthesis monsters that came with each zone. I miss the lore that came with Cavas. I miss the blue that you would avoid when running the map and I miss being able to Synthesize with the Synthesizer.

I think the devs just used the excuse of Reddit not liking the league as leverage to not have to bother with implementing it. Perhaps it would cost too much resources or data usage to implement it, but I honestly think this isn't an excuse anymore because GGG is backed heavily by Tencent now, meaning they can afford to at least spend more on company costs to make it work.

Hopefully, Synthesis will be back in its original form one day. Until then we can only watch videos of it to remember how cool it was from its original inception and how awful and un-creative it currently is with Synthesis content only being in 4 unique maps without the original tile system or synthesizer.
🔷🔶🔰🌀✨Standard>Leagues✨🌀🔰🔶🔷
🔷🔶🔰🌀✨Make trade like the Grand Exchange from RuneScape✨🌀🔰🔶🔷

Let us zoom out more. Bring back 32:9, Heist Alt Quality Gems, Gear Enchanting, Prophecy, Metamorph & Crucible. Stop removing content from the game. Stop nerfing everything. Stop making the game slow

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