POE Heading to D3 Land...please reconsider
" One thing for sure, is that with the nephalim valor stacks + paragon levels, Blizzard basically removed the massive gear check of inferno. They have instead added the equivalent of /players command in D2. Its definitely not as nice or elegant in maps, but I have more fun playing my monk not approaching any massive brick walls then I do playing my innovative characters in PoE who hit brick walls as early as Cruel Act 3 Right now, every elite pack in D3 (if you have 5 valor stacks, which takes like 30 minutes to make, and I am only paragorn level 3) drops at least 1 rare bare minimum, often 2-3. This is pretty much a rule. And although I don't like the AH system, is needed in D3to deal with the massively chaotic and random nature of drop loots that D3 has (the afixes/suffixes in D3 have massive bounds, and there are no preset affixes/suffixes for items). They are also making crafting better, which fixes that issue as well With PoE adding all of these suffixes though (2 more are getting added in todays patch) the same is gonna happen with PoE. Getting the stats that you need on your own items is going to get more and more difficult due to the massive suffix pool that is being created Last edited by deteego#6606 on Apr 18, 2013, 7:05:51 PM
|
![]() |
I would gladly play a good ARPG that had no trading and good drop rates for BOA items.
D2 actually had a very easy economy to figure out. D2 benefited from having easy to understand rune conversions/upgrades. POE's is a mess really. It generally revolved around IST and better runes. Before that it revolved around duped SOJs. They need to stop catering to the streamers and fix their issues. |
![]() |
just wondering, what's in devs' mind when they decides item drop rate?
If they want this game to be "hardcore" and only players who invest huge time and effort can enjoy the core part of this game - build diversity and character development - it will be a huge let down to me. New patch seems heading to the right direction - unique drop rate increased 100%. Too bad no more easy Kaom's, except for those who are uber enough to already have them. A friendly drop rate can keep average player happy, and stay in the game. With more items acquired and more characters built, we are psychologically bound to our account and more likely to adhere to POE. We are happy to microtransact, and frequently return to check even if we are busy or just want to rest a while. It's a win-win IMO. Satisfy large player base = profit. The higher lvl map can still be hardcore for those who like extreme challenges. Anyway I have faith in GGG since they are willing to listen to feedbacks from players, and wish to see more rewarding game experience in future patch. Last edited by mull#0212 on Apr 19, 2013, 1:23:36 AM
| |
/agree that game doesn't feel rewarding enough
/<3 @ Chris acknowledging this post Last edited by YeeepaNo199061#5178 on Apr 19, 2013, 1:17:50 AM
|
![]() |
" The trading faction believes that if the drop rates are raised then the economy will collapse and it will be too easy to get the best items, keeping people from playing long enough to support the game. I do not agree with this and I think there are many in this thread that do not as well as there are 42 pages of responses almost entirely agreeing with the OP. |
![]() |
I run a totally self-created build that I was sure would work but would be pretty gear dependent. I slogged through mid-game struggling with every blue pack and finally got to end-game where I was pretty useless at first. I then spent 75% of my POE time each day looking through the shops and eventually found gear allowing me to survive and even kick a little ass in maps. I feel like it was a struggle to get to this point because I couldn't just play the game, trusting that I'd get a drop that was an upgrade before long.
Now I'm running maps, I have decent quantity and rarity, and I get NOTHING. I roll every map to maze + whatever mod and I find enough blues and useless yellows to sustain my Alteration usage. I know that I'm not going to find an upgrade because I require a very specific set of mods on my wands and seriously good ES rolls + resists, so I have to trade for them. That would be fine, if I got stuff that was worth trading! Instead I don't even replace the map I used about as often as I find one, and even then it's usually lower level than the map I'm on. I found 5 Arctic Armors yesterday, though! Awesome. I was all set to craft my gear and now there are 2 more garbage stats for me to roll? Why are exalts so rare if they have a minimal chance of giving you something *useful*, let alone what you actually need? We need a way to steer the results of an exalt, or they need to be way, way more common. If I could get exalts as easily as blessed orbs, I wouldn't mind throwing two on an item and scouring it off if the results are bad. As it is am I really expected to trade an enormous amount of currency for an exaltable rare just to ruin it with any of the mods that wouldn't help me at all AND all three garbage mods and waste my inordinately expensive exalts in the process? How is this supposed to be rewarding? Perhaps new orbs could be added that cleaned off a specific mod, or exalts could be broken up into orbs that grant mods from a specific subset of the total pool? All I know is that this game feels less rewarding and consequently less fun every time I play it. That needs to stop quickly, or I'll cut my losses and try something new. Last edited by cannabination#5277 on Apr 20, 2013, 3:53:06 PM
|
![]() |
"I don't think that's the real issue at all. Let's say you have a economic imbalance. For example, Chaos Orb vs Exalted Orb; even after the vendor formula change, it's still much easier to farm Chaos (including using the new formula) than it is to farm Exalts, so the way supply changes over time, Chaos Orbs will be continually dropping in price relative to Exalts, with the sole exceptions being occasional market correction. What "market correction" means here is that people knew Chaos would continually drop in value, but they got ahead of themselves and dropped the value too much, then had to adjust it up so that it could continue to drop in value at a reasonable rate. At no point would the Chaos Orb ever naturally recover; all such imbalances get worse over time. Increasing drop rate is essentially putting the economy on fast forward. Generally speaking, that's a bad thing; imbalances in the game get worse, faster. However, the exact explanation quoted -- that it makes it too easy to get the best items -- is irrelevant from a trading perspective. With a properly balanced economy, valuations won't change all that much over time, and increasing the drop rate will have a very minor effect on trading. Of course, GGG didn't increase the global drop rate; they increased the unique drop rate. This effects the relative supply of uniques compared to currency, but for the most part it's the same concepts applied to uniques only. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
|
![]() |
" Again, missing the point that many people have NO INTEREST in buying items and could care less what happens to the economy. |
![]() |
People really seem to be getting concerned that this game might become like D3.
Oh the horror! |
![]() |
" Actually, I think alot of people are leaning towards the notion, that D3, is getting fixed over time, and POE is getting destroyed over time. Pick your poison. Either you're a believer, or not. Each to their own is what makes that decision so easy L:P GGG - Why you no?
|
![]() |