What map sustain in Scourge looks like

But I can prepare a proper tier 10 and post again if you really want to. Although I am not sure why impressing a single member who is negatively predisposed anyway is a good idea.
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DarthSki44 wrote:
Scourge is just a meh league, that had some nice, casual friendly, QoL changes, but also widened the casual vs elite player gap.


Will that gap ever be reduced? Have they ever commented on that, or acknowledged that that gap exists? Do we have any indication as to what GGG thinks of this gap and the fact that it seems to be widening?

I mean, other than the way they balance their game, which seems to indicate they like that gap, and want it to be wide, but at this point I am not too certain whether that that is what they want, or just what it ends up being.
Remove Horticrafting station storage limit.
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Johny_Snow wrote:
But I can prepare a proper tier 10 and post again if you really want to. Although I am not sure why impressing a single member who is negatively predisposed anyway is a good idea.


it wouldnt really be to impress me, but to back up all the things you've been saying about how rewarding scourge is.
Last edited by Lyutsifer665#1671 on Nov 2, 2021, 12:06:17 PM
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Char1983 wrote:
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DarthSki44 wrote:
Scourge is just a meh league, that had some nice, casual friendly, QoL changes, but also widened the casual vs elite player gap.


Will that gap ever be reduced? Have they ever commented on that, or acknowledged that that gap exists? Do we have any indication as to what GGG thinks of this gap and the fact that it seems to be widening?

I mean, other than the way they balance their game, which seems to indicate they like that gap, and want it to be wide, but at this point I am not too certain whether that that is what they want, or just what it ends up being.


That's the thing, I'm not sure there is 100% agreement at the development level in what direction the game should be moving. We have "Chris's Vision", which many times seems contrary to some changes we get.

It seems to me that generally speaking the Devs want the game to be more harcore, elite focused, but also want the casual appeal to drive revenue. It's just not possible any longer because the game has grown to a point that they cannot sacrifice one or the other without financial or operational repercussions.

We dont really understand the overall monetization in PoE. What percentage the whales, streamers, 40 challenge players, etc... contribute financially vs. The much larger core average player (and their spending habits), which may be influencing their design choices.

It appears 3.15 scared them enough revenue wise to adjust their development plans, and try to re-capture some of that casual money. To what extent I'm not sure. And to what extent those "lost players" or lost revenue didnt return we may never know as a community.

So anyways, that was a bit longer a response than I had originally planned. I do think GGG is aware of this gap, but after 3.15 are on development eggshells trying not to alienate one segment or the other simply due to the $$$ involved.

I personally believe they should cater a bit more to the casual, average crowd, but I know this isn't a popular opinion on Reddit, Twitter, the Forums, etc..., and really we dont know how GGG feels about this internally.

I actually think the next league will be the big indicator. GGG was shocked by 3.15 performance, but 3.16 was already well into development by the time 3.15 launched. They were able to react some, but I think 3.17 will really show their development intentions.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
Last edited by DarthSki44#6905 on Nov 2, 2021, 12:17:47 PM
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Char1983 wrote:

Will that gap ever be reduced? Have they ever commented on that, or acknowledged that that gap exists? Do we have any indication as to what GGG thinks of this gap and the fact that it seems to be widening?

I mean, other than the way they balance their game, which seems to indicate they like that gap, and want it to be wide, but at this point I am not too certain whether that that is what they want, or just what it ends up being.


The gap will never be reduced, due to the underlying model of everything in this game. Including, rewards, item modifiers, crafting, etc. Everything is heavily skewed toward crap, or a infinitesmally low chance of great. That means even the median or average rewards, items, crafts, barely exist.

See, the graphs of these models are steep inverse functions. When they should be bell graphs. With bell graphs, you should be able to find gradual improvements to your gear, skill, etc. per character level.

But we don't have that. Instead your character's effectiveness spikes every so often. That means, for instance, you can go like 5, 10, or more levels without finding a good replacement for your gear.

This model is all or nothing, and becomes more apparent at the end game. It doesn't matter how think they can solve the loot problem. Until they correct the model of loot distribution (same with crafting probabilities). Adding silly things like random quality. LMAO this means they still don't understand the fundamental issue of loot drops. In fact random quality exacerbates the problem.
Last edited by VogonFu#1937 on Nov 2, 2021, 12:33:16 PM
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Char1983 wrote:
"
DarthSki44 wrote:
Scourge is just a meh league, that had some nice, casual friendly, QoL changes, but also widened the casual vs elite player gap.


Will that gap ever be reduced? Have they ever commented on that, or acknowledged that that gap exists? Do we have any indication as to what GGG thinks of this gap and the fact that it seems to be widening?

I mean, other than the way they balance their game, which seems to indicate they like that gap, and want it to be wide, but at this point I am not too certain whether that that is what they want, or just what it ends up being.


Naw Harvest was the closest thing they ever did to reducing the gap but even then most of harvest was hyper focused on the ultra endgame no content left to do crowd. It was made sort of intentionally bad for the mid to early maps crowd.
Sorry, couldn't play yesterday. But here you go

https://www.youtube.com/watch?v=FhJf7l0CXbs

The map is

2 additional stacks of breach splinters
3 additional gems
5 additional stacks of legion splinters

Not that good but it ended up being pretty nice in the end. Over 100+ legion splinters and the delirium (the reason I run maps in this region) taking care of the rest.
Last edited by Johny_Snow#4778 on Nov 4, 2021, 9:10:20 AM

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