POE Heading to D3 Land...please reconsider
" no offence Undone, but that's a very very wrong statement. Torchlight 2 costs like a couple of Path Of Exile micro-transactions. it costs like the average supporter pack. if we follow this logic, should GGG make a separate "supporter league" where only people who bought supporter packs can play, which will actually be fun while everyone else struggle? you make a fun game in order to make money. you don't go "pay me if you want it to be fun", because that's Pay-To-Win by definition. a fun Path Of Exile = more players = more supporters and micro-transaction buyers = greater publicity = more money for GGG. Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on Apr 10, 2013, 5:27:27 PM
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" No offence taken ;) Supporters basically donated, out of love. There will be future leagues, paid for, with custom parameters and with access by invitation. At least it's what I heard it is planned. PoE is like any other online RPG: they balance between fun and frustration to maximise the period you spend gaming-->the chance you would purchase stuff. It looks like an ARPG, it plays like one, but the financing concept is MMO. I hope you see where I am coming from now. To be clear, I don't like what GGG is doing, I think that is clear from my posts, but I also think they got themselves stuck in a nasty position by experimenting on the game model and fusing (unsuccessfully) the ARPG with an MMO. It will be hard for them to get PoE unstuck by now, and it all depends on the money, not on feedback - my opinion. placeholder for creative sig
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" You have no idea how wrong you are. The best orbs have a higher drop rates in the earliest portion of the game, where some orbs do not drop yet. Maps will always result in a net loss in orbs from the rerolling. All bots simply run the first map of the game over and over again, and delete each character, so it's quite hard to detect. |
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@Undone it is always about money, of course.
but as much as GGG are trying to avoid it, the current road leads to PTW, or at least PTP ("pay to play"). if not officially, then because people would just buy their stuff from 3rd party spammer sites. if they do go MMO, and get into a serious cash problem, then under very certain circumstances I can even tolerate in-game advertising. something like a poster saying "this boss fight is sponsored by ___" when you take the portal to Piety. make Brutus drink a "Red Bull" before he comes to get you :) but you don't frustrate your players. frustrated players just quit playing. P.S: edited previous post to make it less insulting Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on Apr 10, 2013, 5:49:21 PM
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" This is an assertion for which I have seen no evidence presented. I am rather dubious. |
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Just want to make a sidenote
Fun is subjective. It is also something for 'games' that is highly debated. There are many games which don't fit any definition of fun, yet are super popular. Simple things to point out are games that are 'frustrating' in difficult, yet people still enjoy them. Or things like sim city which isn't truly fun as such. The gameplay of spore was pretty bad but it was still worth playing to go inventing. Just saying don't drag "fun" into a game discussion, it isn't something which you can measure objectively. Not that I disagree, I had more "fun" in CB than OB, just that saying a game should be designed around the 'fun' it produces is not conductive to an argument |
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" Ignoring IIQ the drop rates for orbs are flat. I've had two divines back in CB drop off the zombies before hillock (considering I almost never divine an item was kinda just 'yay sell for gcp'), and I know theres a video on youtube showing an exalted from the starting zombie that drops your first skill gem |
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" I can't find the link right now, but Chris confirmed this in a Reddit post. |
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many things in this world cannot be measured on a universal scale, Real_Wolf.
but I won't lie if I say that most of the products my team developed over the years, were released when they "felt right". after undergoing all proper bug-testing, of course. a proven method to "measure" that abstract thing called "fun", is by the gut feeling of the team developing the game: if the developers have fun playing the game regardless of who did what, then chances are it is fun. and Beta feedback from players and testers counts. any feedback. not just the standard bug reports. Alva: I'm sweating like a hog in heat
Shadow: That was fun |
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Here's the thing about the game. Eventually, you hit a wall. There's too big a disparity between people who get really lucky and have a lot of wealth and people who are trying to get there.
You eventually run into a wall, and you either just sit there and grind endlessly and hope you get lucky, or you can start new characters, many of which aren't even worth it because you don't have the resources to gear the new characters in the way you like. |
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