POE Heading to D3 Land...please reconsider

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This thread has a lot of good feedback. One thing to note though - we haven't changed general drop rates since Closed Beta. Almost everything (magics, rares, uniques, currency, gems) are exactly the same as they have been for a long time.

That doesn't diminish the argument at all of course - we will endeavour to make the game more rewarding - but I figured it was good to mention that we haven't reduced drop rates for some unexplained reason.



You like clever wording or you don't tell the truth. I will use it too now.
You slowed down the progression to aquire the same amount of currency/items in OB compared to CB without changing the basic droptable

On the other side Charan stated once that you made his unique one of the rarest uniques with OB changes, so not changing drop rates can't be entirely true.


Map drop rates got heavily decreased compared to CB and I will explain how to prevent clever wording such as "You needed the same time to find a level 66 map in OB as in CB" with the chances of finding a Dungeon amp in OB is far lower than in CB. Same goes for the other low end maps of the same name.


You(the devs) increased the mob density but you also decreased the chance that those mobs drop anything(Quantity wise not talking about rates) as well you increased the overall HP of mobs and made rares for defensive reducing killspeed. The only time I saw so many Double regen, ES Regen or worse those combos with addiional life is OB. In CB I found such a rare once in 20 maps and 2 in one map happened only twice and I did several hundred maps.
I remember 9.11 clearly when I had white walls even as solo player without much Quantity.

You removed certain chests and changed random Golden Chests to Iron Chests(a /debug command that creates the textfile is the betrayer) meaning worse drops.

You nerfed certain vendor receipes making it harder to acquire craftables.


Now please explain how those changes don't affect the wealth of a player.

Spoiler
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Charan wrote:
I agree with all of this.

There have been simply too many occasions of me killing a rare monster in PoE since late CB to now that resulted in all white items. Either my luck's changed or that wasn't the case earlier in the CB.

I'm a solo player and almost never trade. I find the idea of trading pretty abhorrent and much prefer just giving stuff I don't need to friends in the hope (knowledge, so far) that they will reciprocate. I am not on here to play Virtual Economy and I really couldn't give a stuff what anything is worth.

I'd like to say that maybe it's just a case of burn-out or overexposure but I genuinely feel something has changed since CB regarding loot. Not the unique droprate -- I only got a few of those in CB and only have a few now -- but the general occurrence of rares from rares.

Do I think every rare monster killed should yield at least one rare? Absolutely. Some of them are right fuckers to kill and when you finally do it, and get only whites or maybe a blue and some common currency, it really sucks.

I concede that the game is as ever in progress and the introduction of more uniques will, or should, make them more common in spawning, but like I said, I don't feel that's the issue.

Another issue regarding reward is world-drop-only gems. They're cool in concept but they really do lock away certain builds (and thus certain power) to those who trade aggressively or get really lucky. I'm neither. I love the idea of gems dropping but also feel that six classes should be enough to distribute them such that none are world-drop-only, all are assigned to a class. This way, if I want that multistrike or chain, I can either aggressively trade for it, get lucky OR level the appropriate class to the required quest reward and mule it. Skill-certainty certainty should be guaranteed for builds, if indeed it is not for all other items.

I accept that grinding for a 6L is a massive undertaking, especially one with great stats. I accept that 'crafting' in this game is the big grind and I don't mind that.

But when I finish a quest and none of the gems are even vaguely interesting to me, I feel cheated. Conversely, some classes get 3-4 great gems per quest and I'm left stuck choosing one.

I think allocating those wicked world-only drop to higher level quest rewards, one or two per class, would go a long way in returning some semblance of reward for play, not to mention class choice.

I know, a bit of a tangent, but related to the concept of 'rewarding play' I feel.

To iterate: I agree that general, non-party, non-IIQ/IIR, non-multiclient play can be very, very unsatisfying drop-wise.





Wow, I did NOT expect this from you, Charan.
I didn't have you down as a non-trader.

It could have been me writing that, although I differ slightly in that not only would I never buy/trade for gear/gems for myself but I actually wouldn't take anything from anyone for free, even from friends. I'm a bit selfish like that -_- insist on giving but refuse to take (which can actually have a converse effect as far as kindness goes).

I feel exactly the same about the gear drops, too. I can clear a map with considerable quantity, chiseled to +20% Q/R, with Labyrinth, extra champs/rares etc, etc and not even see one rare drop, wtf?

But I kinda disagree with the gem drop.
I LOVE that some gems are drop only, I always find every one eventually and if it means putting off a build or running a slightly gimped one until I do, so be it.
As for the let down when your finished quest offers a few crap gems you already have, I understand this and have myself several quests with the reward still sat there.
This will change somewhat with the massive amount of skills incoming over the next year. At least for a new player that is, the point of 'quest-reward-not-worth-taking' will hit after a longer time. But, it will hit and really, with gems dropping in the world, it is bound to.
Perhaps an alternative reward to gems is in order, as an option?

And +1 for a self found league.
I'm self found 100% in any game I play (over 3000 hours self found on a single p100 char in D3 and that before joining PoE CB last year).
Trading is a real puzzler for RPGs, tbh.
Trading is good, a community thing, a lot of people love it and would commit murder at any petitioner to remove it. But trading is the base cause of poor crafting, bad drops and RMT. If crafting is viable in a free trade economy, the RMT and botting benefits even more.
So generally we see free trade crafting, implemented because it is good for the community, but either a boon to RMT/botting or limited in viability both scenarios result in the opposite of good for the community.

I like to give and not receive, so I do benefit from free trade in that respect. But I'd give up that privilege at the drop of a hat for a self-found league. Player communication and interaction = good, yes, but I rather my communication be leisure than business. Yet I wouldn't petition for the removal of trading, as so many enjoy it.

With PoE being as it is, with so many different leagues, be they permanent (Default and HC) or temporary (races) or player made (yet to come), this game is the place to see an optional no-trading-increased-drops-self-found-league. I'd be onto it like our lass after a few vodkas (oh wait I'm single).
Casually casual.

Last edited by TheAnuhart#4741 on Apr 12, 2013, 1:52:04 PM
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ampdecay wrote:
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Chris wrote:
This thread has a lot of good feedback. One thing to note though - we haven't changed general drop rates since Closed Beta. Almost everything (magics, rares, uniques, currency, gems) are exactly the same as they have been for a long time.

That doesn't diminish the argument at all of course - we will endeavour to make the game more rewarding - but I figured it was good to mention that we haven't reduced drop rates for some unexplained reason.


It doesn't feel the same D:

Welcome to RNG. I have noticed no change. Try being irish -- you'll be luckier.
There have been a lot of responses mostly agreeing with my original post. I did want to clarify that I was not only referring to the drop rates of items but that the game itself was not rewarding partly because there is so few types of items that can drop that the only option to make the game more rewarding is to raise the drop rates, and I am not sure that is the best approach. Again, D2 had a ton of different types of items so even if the drop rate was super low, you found interesting (not necessarily powerful) items all the time.
Diablo 2 had generous drop rates? Nostalgia goggles much? Only relevant gear past 1.10 was Runewords apart from some very specific Uniques (like Guardian Angel). Feel free to think back how many high level runes you acquired by finding them personally, either by Cubing or as drops. Unless you were one of those who bought 7 copies of the game and boosted 6 mules to do Hell Hellforge over and over again, it's very likely you've never seen anything higher than Um. I've sunk literally tens of thousands of hours to Diablo 2 over several years and have never found anything higher than Ist. Just because the game was so broken balance-wise that some builds could complete Hell without any gear at all doesn't mean the system worked well.
Yes D2 have more generous drop rates. Maybe runes dropped rarely and endgame uniques are rare but in POE even gold (curency) is rare and sorry m8 but game doesnt start on lvl 80 and you have more content in D2LOD other than runes and 10 endgame uniques.
We not talk only about endgame here... you must level trough 70 lvl until you hit endgame you know? POE has poor drop rates since lvl 1.

Also one more time i agree than PoE doesnt have things to collect (socketables, craft resources, sets from other hNS) and its mt personal plea to devs - add more item types and affixes ffs... :) this is not 'deepest item system in aRPG games' (quote from POE trailer) - not even close. Its basiacally D3 system of linear and mandatory stats progression with better Uniques and ~5 items that will make you rich if they will drop (kaoms, etc..).

Honeslty compared to D2, TQ and even T2 PoE have very bland item system atm (low item count, low affixes count, no unusual affixes besides some uniques with very low drop rate, no socketables and collectibles, only farming gear and gold (currency).
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Chris wrote:
This thread has a lot of good feedback. One thing to note though - we haven't changed general drop rates since Closed Beta. Almost everything (magics, rares, uniques, currency, gems) are exactly the same as they have been for a long time.

That doesn't diminish the argument at all of course - we will endeavour to make the game more rewarding - but I figured it was good to mention that we haven't reduced drop rates for some unexplained reason.


I don't know what other posters are on about... every minute spent playing this game, regardless of level or area, is fairly appropriately rewarding. You can find a quality skill gem, orb, chisel, you-name-it, in a high level map party or on normal desolate strand. Common practice in races, even in ones where most players don't even make it out of act one, is to link your quality/orb/etc drops in global to kind of gloat that you got a prize even if you don't win the race.

The currency system is great. The item crafting system is great.

My only suggestion/feedback at this point would be to add more recipes, mostly for orbs/items that don't currently have recipes.

Also, to potentially add a recipe to upgrade an item to the next higher tier in the same item class (or make a new orb type that does this, with a recipe to create such an orb). IE: Upgrade a Stone Axe to a Jade Chopper, keeping the mods from the Stone Axe and now having a Jade Chopper with the same mods. Perhaps randomize the sockets/links as a tradeoff/drawback. In fact, probably two different orbs/recipes: One that upgrades the item to the higher tier and keeps the magic properties but rerolls the sockets/links, and one that upgrades the item to the higher tier and keeps the sockets/links but rerolls the magic properties.
I play solo almost 100% of my time, and couldn't agree more with everything said here. The feeling I'm having lately while grinding without any rewards, feels exactly like the time before I decided to quite Diablo 3.

The currency drops so rare, maybe a chaos here and there, but GCP, divine, regal, exalted? Can't remember when I saw one last time. Also, uniques drop scarcely, had maybe 5 drop in 200+ hours. That's around 40h per unique. You can say whatever you want about RNG gods, but playing an aRPG that gives you a unique every 40h is a horrible experience.

Rares could drop more often, but that's not the biggest problem concerning them. The problem is that out of dozen rares that drop, only few are actually decent/good, and those in 99% cases require substantial investement to make them better than what you are wearing (either you burn jeweller/fusing/chrome on them to make the viable, or you burn chaos on them, for the same reason). And since currency drops so rare, it just makes you frustrated with the game even more.

Every aRPG is about the loot, especially the uniques. D2 was so good, because you knew if you spent a day farming Meph or Baal, you WOULD get a couple of uniques. That was a guarantee. If I wanted to get a unique in PoE, I really don't know what I should do. Trade?

And the worst thing about all of this, that ties directly into too few currency/gems/items dropping, is that I would love to reroll a ele cleaver for example, but I know I won't be able to afford 2 RM, 1 BM, and any other skill gem required for the build or necessary items, that I almost never had drop even though I have quite a significant number of hours behind me.

At first I though rerollling will be great, once my main alt gets a hoard of nice rares, but that never happened. He doesn't even have a nice rares for himself, let alone for other alts. And I won't even mention 'build enabling uniques' that never, ever drop.
„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.
Last edited by Odoakar#1827 on Apr 12, 2013, 3:29:09 PM
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KarraKurri wrote:
Yes D2 have more generous drop rates. Maybe runes dropped rarely and endgame uniques are rare but in POE even gold (curency) is rare and sorry m8 but game doesnt start on lvl 80 and you have more content in D2LOD other than runes and 10 endgame uniques.
We not talk only about endgame here... you must level trough 70 lvl until you hit endgame you know? POE has poor drop rates since lvl 1.
You know that Runes are THE currency in Diablo 2? Nobody used gold aside from gambling and repairing. I don't know about problems with leveling, I've leveled multiple classes and builds in PoE without any problems itemization wise.
Last edited by Alhoon#2008 on Apr 12, 2013, 3:27:09 PM
But i have and many other have. And its not only about 'problems with leveling' but also about how interesting drops are overall and how rewarding game is (poor and poor).

Sry but D2LOD is couple levels ahead POE in this aspects. Also drop rates was higher and its a fact - and as i say before high runes (btw you can farm them in D2 - Countess and Hellforge - gg with farming Divines in POE.. another lacking part) and 5-6sox runewords + this 5 total OP uniques (things that are rly rare in D2) is small portion of the game.

When you play D2 you feel rewarded for time spent by interesting drops and collectible aspect of the game - in PoE youre not because first thing is flawed (very low drop rates of interesting things) and second is almost non-existant.

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