Why all the hate towards RNG?

"
Loki421 wrote:

Last time I checked this was beta FEEDBACK. Ya know, people giving feedback about what they don't like about the game so it can hopefully be made better.

The "like it how it is, or F-Off" attitude is totally counterproductive to beta feedback.


No one has said this. No one has even "implied" it. If you choose to read it this way, well, my only suggestion is don't take "Ancestral Bond" keystone, you might end up disappointed (that's an L2R mini stab lol).

There's just a lot of threads (especially lately) of ppl spewing hatred towards RNG (mainly the currencies). My question is: why?

Imo that's a valid question for a "feedback" forum/thread
"
Faerie_Storm wrote:
"
ShaeG wrote:
Like maybe once you get lets say 3 Links on an item you can never RNG below 3 links..


well I have to admit I have sometimes wanted something less then 3L so I didn't apply a support to both gems and only applied it to one gem. mostly due to mana cost really.


Maybe, you can "lock in" a certain number of links once you are satisfied such that it will never remove that number of links, however, when doing this, it also dramatically increases the likelihood that you won't increase beyond that link count.

In this way, you can either embrace the lottery system and hope for the best, or play it safe and understand that you probably won't ever hit the jackpot.

thoughts?
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
"
Josephoenix wrote:
"
Loki421 wrote:

Last time I checked this was beta FEEDBACK. Ya know, people giving feedback about what they don't like about the game so it can hopefully be made better.

The "like it how it is, or F-Off" attitude is totally counterproductive to beta feedback.


No one has said this. No one has even "implied" it. If you choose to read it this way, well, my only suggestion is don't take "Ancestral Bond" keystone, you might end up disappointed (that's an L2R mini stab lol).

There's just a lot of threads (especially lately) of ppl spewing hatred towards RNG (mainly the currencies). My question is: why?

Imo that's a valid question for a "feedback" forum/thread


"If you don't like it, this is not the game for you"

Paraphrased but still akin to what was said, and yes, that is a "polite" F-off attitude to those who have issue. Adding in a L2R jab, was just being asinine.

And kudos to wittgen, he ACTUALLY tried to add to this and come up with something different, It still seems odd that players want a lottery esque system at all, aside from snowflaking if you win. But still he's done a much better job at least trying to come up with compromises than others.

I think people here who wrote how "right" it is for 5-linked and 6-linked items to be so rare, fail to understand one fundamental fact: we are talking about active skills here.

in every ARPG and character-development-based game I had the chance to play so far, the amount and quality of active skills was a direct result of the amount of time, effort and playing skill a player has put into the game, which was reflected in the amount of level-ups he/she got.

it's bad enough that Path Of Exile can potentially allow a low-level character to have more active skill gems than a high-level one - and when comparing melee and ranged characters, those skills can even be superior in quality and effectiveness - but an endgame character running maps to be unable to use half their skills because of a lack in sockets and/or links? that's just absurd.

some may say "well the passive tree reflects your level and effort properly". and I answer: bullshit.
most of the nodes on the passive tree are stat nodes anyway, and a very bad combination ("build error") can indeed make your level 60 character weaker than a level 30 one.
a situation which is impossible in any other game I ever played, when comparing them without gear.

unique items are very build-defining, just like they were in Diablo 2.
high quality rares can make your game-play experience a lot easier than that of a guy who wasn't lucky enough or rich enough to have them.
but there really is no explicit requirement for you to have them.

skills on the other hand, are a must.

therefore, I think the best solution would be to bias RNG according to item level, when using a Jeweling or Fusing orb.
a level 70+ item for example, needs to have something like 1:4 chance to become a 6-link, and a 100% chance to be at least a 4-link.
a level 50-70 item needs to have 1:8 chance to become a 6-link, 1:4 chance to become a 5-link, and 100% chance to be at least a 3-link.
and so on.

either that, or greatly increase overall currency drops and quality according to the area level.

right now, currency drops are very random and very unfair - so it's obviously wrong to assume a level 70 character has more Fusing orbs than a level 40 character does.
it's therefore very wrong to assume every high level character has the currency required to trade a 6-link.
my Marauder is level 65 and I haven't seen a single Exalt yet, while Exalts are standard currency for 5-links and 6-links in the trade forums and trade chat.

and no, this will not break the economy - because of the level requirements on the items, and the fact there are a lot more level 30 characters in the game, than there are level 70 ones.
that's kind of like claiming a level 90 Diablo 2 character in Hell Difficulty breaks the economy, because each monster in the areas he plays, drops X100 more gold than what is dropped by monsters in areas where a level 20 character on Normal runs.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Apr 7, 2013, 11:48:18 AM
"
Hellkaiser wrote:
"
Josephoenix wrote:
"
Loki421 wrote:

Last time I checked this was beta FEEDBACK. Ya know, people giving feedback about what they don't like about the game so it can hopefully be made better.

The "like it how it is, or F-Off" attitude is totally counterproductive to beta feedback.


No one has said this. No one has even "implied" it. If you choose to read it this way, well, my only suggestion is don't take "Ancestral Bond" keystone, you might end up disappointed (that's an L2R mini stab lol).

There's just a lot of threads (especially lately) of ppl spewing hatred towards RNG (mainly the currencies). My question is: why?

Imo that's a valid question for a "feedback" forum/thread


"If you don't like it, this is not the game for you"

Paraphrased but still akin to what was said, and yes, that is a "polite" F-off attitude to those who have issue. Adding in a L2R jab, was just being asinine.

And kudos to wittgen, he ACTUALLY tried to add to this and come up with something different, It still seems odd that players want a lottery esque system at all, aside from snowflaking if you win. But still he's done a much better job at least trying to come up with compromises than others.



Suggestion for you sir: anger management or vitamin D and some sun. 90% of your posts (yes I checked your history) are nothing but QQ's, complaints, bitching, arguing etc.

I'll admit to a little trolling myself, but most of the time it's with a little humour. As far as I've been able to tell: most of your _____ has been non-productive, useless bickering.

tl:dr Hellkaiser: go outside and get some sun
"
johnKeys wrote:
I think people here who wrote how "right" it is for 5-linked and 6-linked items to be so rare, fail to understand one fundamental fact: we are talking about active skills here.

in every ARPG and character-development-based game I had the chance to play so far, the amount and quality of active skills was a direct result of the amount of time, effort and playing skill a player has put into the game, which was reflected in the amount of level-ups he/she got.

it's bad enough that Path Of Exile can potentially allow a low-level character to have more active skill gems than a high-level one - and when comparing melee and ranged characters, those skills can even be superior in quality and effectiveness - but an endgame character running maps to be unable to use half their skills because of a lack in sockets and/or links? that's just absurd.

some may say "well the passive tree reflects your level and effort properly". and I answer: bullshit.
most of the nodes on the passive tree are stat nodes anyway, and a very bad combination ("build error") can indeed make your level 60 character weaker than a level 30 one.
a situation which is impossible in any other game I ever played, when comparing them without gear.

unique items are very build-defining, just like they were in Diablo 2.
high quality rares can make your game-play experience a lot easier than that of a guy who wasn't lucky enough or rich enough to have them.
but there really is no explicit requirement for you to have them.

skills on the other hand, are a must.

therefore, I think the best solution would be to bias RNG according to item level, when using a Jeweling or Fusing orb.
a level 70+ item for example, needs to have something like 1:4 chance to become a 6-link, and a 100% chance to be at least a 4-link.
a level 50-70 item needs to have 1:8 chance to become a 6-link, 1:4 chance to become a 5-link, and 100% chance to be at least a 3-link.
and so on.

either that, or greatly increase currency drops and quality as a direct proportion of the area level.

right now, currency drops are very random and very unfair - so it's obviously wrong to assume a level 70 character has more Fusing orbs than a level 40 character does.
it's therefore very wrong to assume every high level character has the currency required to trade a 6-link.
my Marauder is level 65 and I haven't seen a single Exalt yet, while Exalts are standard currency for 5-links and 6-links in the trade forums and trade chat.

and no, this will not break the economy - because of the level requirements on the items, and the fact there are a lot more level 30 characters in the game, than there are level 70 ones.
that's kind of like claiming a level 90 Diablo 2 character in Hell Difficulty breaks the economy, because each monster in the areas he plays, drops X100 more gold than what is dropped by monsters in areas where a level 20 character on Normal runs.


The unique items that enable entire builds, was an idea which went back to medianXL, and it's a great idea in theory, however if you implement it wrong, or on the back of a system that isn't quite as good as it could be, you get problems.
Hi, John,

Setting aside the larger issue on how easy it ought to be to get a 5L/6L item, I've thought for a while that higher level zones should produce more currency (slightly), and in general the outcome of higher level zones ought to be proportionately higher. While this would indeed concentrate wealth into the hands of those capable of negotiating the higher level content, isn't this how it really ought to be?

I.e, I find myself agreeing with your assertion that the chances of getting a 6L off a level 70 item ought to be higher.

--C

TL:DR for my previous post: there needs to be an element of progress in the game. an element of reward for effort, reflected in the RNG itself.

when a player who's highest level character is a lvl40 on act 1 Cruel starts trading Exalts, selling gear with godly modifiers, or just bragging about a 6-link he got from only 10 fusing attempts - I really wonder why the hell I've been playing since Open Beta started, and got my Marauder to level 65 running end-game maps with nothing better than a 4-link, and not a single piece of currency better than one miserable Chaos Orb, and a stack of 15 Jewellers.

keep RNG, but bias it according to char+area level (for gear drops), item level (for crafting) and area level (for currency drops).
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Apr 7, 2013, 12:38:01 PM
"
johnKeys wrote:
keep RNG, but bias it according to char+area level (for gear drops), item level (for crafting) and area level (for currency drops).


I agree; the formula should be adjusted for higher levels. The same goes for map drops.

@Josephoenix

Please stop with the personal insults.
"
2ofSpades wrote:
"
johnKeys wrote:
keep RNG, but bias it according to char+area level (for gear drops), item level (for crafting) and area level (for currency drops).


I agree; the formula should be adjusted for higher levels. The same goes for map drops.

@Josephoenix

Please stop with the personal insults.


go outside and get some sun is a "personal insult"... or heck even the rest of my post? lol.

I hope English isn't your first language, because then that would make sense. If however it is... I ask you to kindly point out "exactly" what you believe is a "personal insult".

ty

Report Forum Post

Report Account:

Report Type

Additional Info