POE Heading to D3 Land...please reconsider
" What products did your team develop? Just curious. |
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" This is true, which is why in TL2 they have a pet where you can quickly put all the crap inside and sell from town without having to interrupt your gameplay too much I think the upcoming aRPG grim dawn will get it right. In that game (apparently), loot drops wont be that common (you are not going to find whites dropping all the time like you did in TQ or in TL or even in PoE). However when something will drop, it will be "really good" |
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" I wasn't saying we shouldn't be aiming to have fun, I was saying a game shouldn't be designed AIMED at fun, but rather aimed at tangible things which may produce fun. I know its abstract, and most things are fairly abstract, I am just talking about the whole 'fun' aspect which itself can be a huge trap for game design |
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" I would have to see that link to believe it, as community cannon is that currency drops are flat thoughout the game. --C |
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" It can be, but at the end of the day, people play games to entertain themselves, and if they find the game is more grindy than fun, than it will just bear the same fate that all korean MMO grindy style games bear |
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I really like Path of Exile, but I find it to be anything but user friendly / player rewarding. Eventually, it's going to burn me out and I am going to stop playing. I would like to avoid this.
Most importantly, POE punishes player curiosity. In terms of build, I can't have fun by figuring things out for myself and trying wacky combinations like frost nova + cold to fire + crit + leech tank—the penalty is too high to even bother. Regardless of how stupid an idea is, it is a good thing to have players want to find new ways to play your game. If I want to struggle to make lightening warp viable, I should be able to attempt that with less penalty. That's just the obvious. What is less obvious is how useless damage nodes are in comparison to health nodes—something you may not realize (let's face it, most probably didn't realize) until their second character. Don't bother fixing the first, it isn't worth the 30+ regrets and gear hunting/crafting. This isn't exactly a game that allows for “dual spec” in any capacity – which is fine, I understand the desire to retain permanence in choice, but honestly it's an arbitrary ideal to hold onto. It has no positive affect on anyone who plays this game. That aside, path punishes loyal players who put in hours (too modest a word for this, really) of play by allowing every aspect to be an RNG time + money sink. You can expend an innumerable amount of chromatics, fusings, etc and the desired end result on any item is never guaranteed. Nor is it even more likely to happen. A weeks' worth of materials gained at near job-reaching level of hours played can be consumed in all of 5 minutes on an item that refuses to four link. That is just on one item. Not a whole set. Not including maps. This game's economy is rapidly getting worse because there are only wealth sinks. The chance on returns are so minute, you are better off waiting for what you need to drop (four link, five link, etc) than try to craft it. There is practically no lasting reward for the risk involved in changing an item beyond its original drop status. The only godsend in this game is the fact that the items themselves aren't an expendable sink to get better items—but, in reality, they are in a roundabout way. In a game where everything endgame costs more than 3 exalts, it's nearly impossible to move forward from, say, level 68-75 and get better. I have never seen an exalt drop across any of my characters. Not one exalt , of the 10 i'd need to buy one item. An item that if you attempt to tweak, could quickly crash to less than half its value – an item, that if you tried to craft into existence, would likely cost you well over double its value to make. Before spring break, I had maybe 2 exalts worth of crafting orbs. The market changed to such a degree my wealth was cut by probably 2/3 because I didn't invest in exalts. For a casual / average player (I say this in terms of skill, not hours put in. a casual player can still put in a lot of hours,) I honestly believe this game's endgame is impossible and only discourages the player to continue. The odds are simply against you to move forward, even if you did get lucky and get that /one/ lionseye drop, you will expend those There is no gradual incline for the committed player, only a roller-coaster of inescapable poverty and dead-end characters you can't afford to improve. |
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" Found it: http://www.reddit.com/r/pathofexile/comments/1azg9e/are_high_level_currency_orbs_more_likely_to_drop/ |
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" Why would you spend those 13 exalts on maps or on gambling if you are not extremely wealthy already? Trade them for gear that you need instead? Seems like a perfectly viable alternative. |
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" You eventually need to spend that kind of money on your maps if you want to progress anyway. Whether you spend it now or later it's still an expenditure. You can trade it for upgrading a piece of equipment (because let's face it, true endgame gear is not going to be much cheaper than 7-8 exalted per piece) or on your maps, but eventually you'll need to spend it on maps anyway. |
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" That's besides the point. He's saying that even within wealth, it's nearly impossible to retain a healthy amount of currency. I would assume exalts would be spent on gear regardless; however, those items will depreciate in value over time anyways. The investment into maps is only more likely to set a player back and while you're continuing through the game, gear will only get more expensive when it's time to hunt for ilvl78 rares to upgrade to. |
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