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crunkatog wrote:
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Foreverhappychan wrote:
it's not that players are trying to change the game at its core; it's that its core never fully matured and that's understandably very frustrating for a lot of people.
They haven't met any of their internal benchmarks for stability or adhering to the roleplaying as the main focus of the game; let alone compete favourably in those same fundamentals with other multiplayer games, even ones that aren't ARPGs.
No wonder longtime players have gotten jaded and disgruntled about PoE. They keep waiting for memory leaks, CPU/GPU load, and visual clutter to get fixed since well before 3.0, and it's still not there - it's gotten arguably worse.
Having to use third-party tools like TFT/discord, trade macro, etc. is a symptom, not the primary cause, of what ails PoE. I'm pleasantly surprised at how collective action on the part of the TFT community has largely made it possible for anyone to accomplish some very high quality and build-specific crafting on a reasonable time scale and budget. It's not perfect, but it's at least nominally more secure than global trade chat.
For some, it's a deal breaker to use any third party tools, and GGG has the right to decide which functions it wants to waste time coding into the core of the game. That said, if other game houses can do it, GGG can at least take a look.
FWIW quality of play is not an unwelcome distraction from the hard realities of life in Wraeclast. I heard nary a complaint about tab affinities or folders. Even the diehard economic opportunists value their time and carpal tunnels.
Oh, sure, the players behind the bandaid creation worked pretty damn hard.
*shrug* Doesn't mean they're not essentially just making bandaids.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period.
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Posted byForeverhappychan#4626on Mar 27, 2021, 5:15:51 AMAlpha Member
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they do have a very bethesda-esque approach to key game features, basically rely on a large amount of high skilled free labour to patch the holes lol
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Posted byDraegnarrr#2823on Mar 27, 2021, 10:21:21 AM
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Foreverhappychan wrote:
I find it astounding how people can get hyped for 'Path of Exile 2' when 'Path of Exile 1' never came close to fulfilling its potential (despite its success) and chances are this gussied-up expansion won't either.
So there you go, innervation, my more personal take on the question: it's not that players are trying to change the game at its core; it's that its core never fully matured and that's understandably very frustrating for a lot of people. PoE will very likely always be the genius savant kid with a lot to offer the world...if you can put up with its social awkwardness, emotionally baffling responses and occasional violent outbursts. The tragedy is it didn't have to be this way. GGG were exceedingly poor parents: instead of going to lengths to help their brilliant but kid function in society (ie making a user friendly trading system their top priority), they indulged its inclination towards seclusion and solitude (ie acknowledging and supporting a reliance on a quick fix that became the default).
And you might not think this relates to the actual topic at hand (Harvest crafting)...but I think you'd be wrong. A trading system that encourages usage and doesn't force the player waaaay out of the actual game to use it affects everything, from item design balance to monster balance to, yes, item modification balance. But eh, this is like speculating what the world would be like had birds become the dominant species way back when and not primates. Fun for fantasy; frustrating and pointless for anthropology.
You looking at the problem in a wrong way. GGG isn't a video game development company, they are a virtual asset and goods company. They think item acquisiton is the player's core motivator for gameplay and that is something to be exploited. Driving the value of virtual item up is something desirable, which affect the perceive value of stash tabs. Not from a game design and development viewpoint but what they knew is the undeniable evil for their own benefit. In a way, POE did mature but matured into something repugnant and incompatible with and in conflict with what some people desire.
Last edited by awesome999#2945 on Mar 28, 2021, 5:43:20 AM
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Posted byawesome999#2945on Mar 28, 2021, 12:52:49 AM
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No, I'm aware of all that, but thanks for pointing it out. If anything, this feeds nicely into my core point, doesn't it? Not only is the game fallaciously presented -- the company itself does. At least, that appears to be your point. I don't think the two are mutually exclusive: a casino can be both an 'assets and goods company' and a provider of legitimate entertainment.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period. Last edited by Foreverhappychan#4626 on Mar 28, 2021, 1:28:55 AM
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Posted byForeverhappychan#4626on Mar 28, 2021, 1:28:03 AMAlpha Member
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awesome999 wrote:
They think item acquisiton is the player's core motivator for gameplay and that is something to be exploited. Driving the value of virtual item up is something desirable, which affect the perceive value of stash tabs. Not from a game design and development viewpoint but what they knew is the undeniable evil for their own benefit. In a way, POE did mature but matured into something repugnant and incompatible with and in conflict with what some people desire.
Yeah and burger joints are evil because they exploit innocent people's desire for a hot, tasty sandwich. There's no way it's just the market meeting demand for an already existing appetite.
Besides it's really easy to test your hypothesis. If it were true, GGG would be buffing Harvest, not nerfing it. After all, more great Harvest items would = more tabs sold.
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Posted byinnervation#4093on Mar 28, 2021, 8:47:18 PM
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galuf wrote:
Imho, making a thread like that is actually quite disrespectfull, borderline naughty, and imho stating things pretty far from reality.
Most constructed criticism made about harvest change has strictly nothing with what you are talking about. Most people who critizice harvest change are actually from the crowd that is eager to try new balance patches, leagues, and see their meta and routines challenged regularily. It is why they noted exactly what went wrong with GGG statement and wrote WOT or made 30mn videos about it. They are actually rooting for the game success, implying game changing at its core constantly, their approach is very positive, and this time it makes sense. When GGG nerfed aura stackers, temp chain or other very meta things, the vocal crowd hasn't gone wild at all for example. There are things that are understandable, some are that are hard to swallow, and some that do not make sense and are not even advocated correctly(for me it happened once in 10 years or so playing this game, and it was the harvest nerf)
Please try to connect the dots and reformulate :)
My post wasn't about Harvest. Someone asked on the first page if it was about Harvest. I answered and listed what it was about.
Please re-read and then reformulate your post =))
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Posted byinnervation#4093on Mar 28, 2021, 8:49:03 PM
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Foreverhappychan wrote:
Remember this: trade during closed beta was Diablo 1 level shit. You dropped an item, the other person dropped an item, and you did a sort of hostage exchange dance past each other.
So there you go, innervation, my more personal take on the question: it's not that players are trying to change the game at its core; it's that its core never fully matured and that's understandably very frustrating for a lot of people. PoE will very likely always be the genius savant kid with a lot to offer the world...if you can put up with its social awkwardness, emotionally baffling responses and occasional violent outbursts. The tragedy is it didn't have to be this way. GGG were exceedingly poor parents: instead of going to lengths to help their brilliant but kid function in society (ie making a user friendly trading system their top priority), they indulged its inclination towards seclusion and solitude (ie acknowledging and supporting a reliance on a quick fix that became the default).
And you might not think this relates to the actual topic at hand (Harvest crafting)...but I think you'd be wrong. A trading system that encourages usage and doesn't force the player waaaay out of the actual game to use it affects everything, from item design balance to monster balance to, yes, item modification balance. But eh, this is like speculating what the world would be like had birds become the dominant species way back when and not primates. Fun for fantasy; frustrating and pointless for anthropology.
I do remember that!
So here's why I don't think your viewpoint, as well articulated as it is, relates much now. Or at least has related less and less as the years drag on.
How many people are left from the old days? We could go all data science on it; a determined individual could find out the average age of the accounts posting complaints from the list.
The newest complaint about exp loss in feedback? Joined: Jan 16, 2018
So that's not an 'old hat' taking the track you laid out. What's the average age of accounts posting gripes about things 'core' to the game? Damned if I know - but consider that a good chunk of them will be on the newer side.
And I didn't mention it in my last response, but FFA loot allocation and Labyrinth are two worthy examples to add to the list.
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Posted byinnervation#4093on Mar 28, 2021, 8:56:14 PM
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innervation wrote:
Yeah and burger joints are evil because they exploit innocent people's desire for a hot, tasty sandwich. There's no way it's just the market meeting demand for an already existing appetite.
Fast food is loaded with salt, fat, and sugar. People craves these things. That why fast food joints sell these.
Eating excessive amounts of junk food is not good for your health. It isn't something you should eat often. They knew advertisements for junk food and mass marketing can do. Yes, doing something intentionally despite knowing the outcome might be bad is evil.
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Besides it's really easy to test your hypothesis. If it were true, GGG would be buffing Harvest, not nerfing it. After all, more great Harvest items would = more tabs sold.
Scarcity is an simple economic concept. Mass production of the supposedly scarce goods decrease its value. If the scarce goods is no longer scarce, why would it still be valuable? Let's GGG test the concept. Drop mirrors like scroll of wisdom and see what happen.
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So that's not an 'old hat' taking the track you laid out. What's the average age of accounts posting gripes about things 'core' to the game? Damned if I know - but consider that a good chunk of them will be on the newer side.
People knew it is rather futile. If voicing your opinions doesn't result in any positive changes, it result in people being disenfranchise. Acceptance doesn't mean people "approve". The silent unhappy people is most difficult to gauge. Voicing unhappiness is stigmatized by certain group.
Last edited by awesome999#2945 on Mar 29, 2021, 1:48:57 AM
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Posted byawesome999#2945on Mar 29, 2021, 1:48:27 AM
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Noone wants to change game to it's core though.
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Posted bySunL4D2#6224on Mar 29, 2021, 9:03:15 AM
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innervation wrote:
I do remember that!
So here's why I don't think your viewpoint, as well articulated as it is, relates much now. Or at least has related less and less as the years drag on.
How many people are left from the old days? We could go all data science on it; a determined individual could find out the average age of the accounts posting complaints from the list.
The newest complaint about exp loss in feedback? Joined: Jan 16, 2018
So that's not an 'old hat' taking the track you laid out. What's the average age of accounts posting gripes about things 'core' to the game? Damned if I know - but consider that a good chunk of them will be on the newer side.
And I didn't mention it in my last response, but FFA loot allocation and Labyrinth are two worthy examples to add to the list.
Honestly I felt awful playing through labyrinth when it first came out.
After the nerfs I was able to better appreciate the design of the content, once it wasn’t so infuriating.
I really think it was better nerfed, especially since new players will be interacting with that content long before they reach maps. Daresso and Lab should not have been harder than all endgame content for new players. Difficulty should scale in a predictable way to show progression and give expectations.
It’s been a very wild ride, as the other poster said. I’ve enjoyed myself but it’s a shame that the game hasn’t stuck with the original atmosphere. When I started I was beating up generic fantasy inquisitors and Bad Soldier Man. Now I’ve killed off the gods and every notable historic figure on the world’s history and periodically fight off inter-dimensional horrors. The tone has completely shifted, the pacing and gameplay is entirely different and the monetization feels cruel instead of admirable
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Posted bybaney123#5528on Mar 29, 2021, 9:51:59 AM
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