Loot game not being a loot game problem
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Dear GGG,
For years and maybe it always like this i picked up items and used countless scrolls of wisdoms. Almost never i get rewarded for actually finding loot on the ground and killing monsters by doing maps etc. Even now iam doing tier 16's juiced (without a magic find setup i hate that kind of style) and literally nothing drops. The game was kinda always like this but atleast the leagues were rewarding so it masked the actual problem for a long time a bit. Now loot is in its worst state i ever saw in POE and i started a few leagues before delve. I feel forced to play the trade game only to actually make currency and progress in the game. Yes there is good loot from the endgame bosses but how am i supposed to get to those if nothing drops? By trading which i absolutely despise. The lake of kalandra idea is nice but way to overtuned in my opinion even the starting tiles. And after killing those thick tiles i open the chest just to see a orb of chance. Are you kidding me? You guys talked a lot about loving D2. Well i can tell you that gear drop in D2 actually mattered. In POE it doesnt beside the unique's amd special gear or rares from harder bosses. And EVEN THEY barerly drop usefull rares. Its all gated behind gambling via other systems such as expedition essences chaos orb spamming etc. Since the changes of how loot drops and i dont know what you guys did loot is even worse. Rares were bad already but now currency is gutted for the solo player if you dont go magic find. The base principal of this genre is killing monsters and finding loot. I found a lot of loot but maybe 1% of the hundreds of items that i unidentify are somewhat usefull. I know its not worth doing it but thats how iam used to play ARPGS and i hoped you guys finally improved the loot like you said you would. Something like LOOT 2.0 .. [Removed by Support] and despite loving the freedom in making builds i honestly think its shamefull for a loot game to offer so many filler items. Its a missed oppurtunity and this part of POE in my opinion is the most out of touch thing i ever saw in an ARPG and that says a lot. Even Wolcen had a better loot system which made you hopefull to actually find something to look at and think hey i dont have to use hundreds of methods to craft on it before its something. NO it just drops items that are ok or more then ok. Like i said many times in my posts iam not talking on raining GG items but this loot system makes me absolutely sad and frustrated. Iam actually forced to a certain playstyle which is trade and gamble crafting. I will keep playing the game but less active as i used to. Iam baffled how overtuned the new kalandra content is VS how bad the rewards are. Iam baffled how the main focus is not fixing the looting system and having a basic rewarding system just like every other ARPG has without having to punish the solo players just to balance the giga juicers in groups. I just going to say it. This game is not a loot game to me anymore. Its a trade game. Yes i rarely get usefull loot and then i have to sell it since it will take a really freaking long time to get more loot despite playing hard content and juiced red tier 16's. To pogress its best to trade and make currency like that instead of choosing hey am i spend a lot of time in maps and get currency and loot like that or am i going to focus more on crafting and trading. Did no one at the team ever looked each other in the eye and said what the hell did we do to the basic system and the basic idea of the looting aspect of the genre? Iam off to bed, baffled about this league which is the worst league i ever played because of how overtuned and unrewarding it is. I just skip it now but the base game isnt much better loot wise. Iam sad sometimes this game has so many good other aspects and no competition. The state of loot in this game is a shame for the genre in my opinion, sorry to say it. Iam suprised that there barerly is any improvement despite you guys adressed last year you would work on it. Now i understand how something can be the best at some aspects and the worst at other aspects at the same time. Iam done posting i dont have a feeling something will change untill competition will come. Which it will as it seems with some new titles. My hope however is that you guys will see the light and change some things in this game. Because in the end i love many aspects of it and iam writing this post because i hope it will get better in certain really important areas. Sorry if i offended someone. Well iam done, i just played this game 12 hours and my best drop were chaos orbs. My kids are away to there grand parents so i hoped to get some progression. Well i guess iam still stuck at the same point.. Last edited by Lisa_GGG#0000 on Sep 11, 2022, 8:23:27 PM Last bumped on Sep 11, 2022, 4:51:04 PM
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i largely agree with the main points here.
i think its a rly difficult situation. when we talk about loot like this its important to acknowledge that loot is a comparative thing. there is how good is this loot i just got compared to my other loot and then how good is my loot compared to what i need to beat the content im facing. when u look at how good the loot needs to be in order to defeat the content the game is asking you to beat then we have to ask how hard is the game supposed to feel? are we supposed to struggle through the hard encounters or are we supposed to face roll them? builds then factor into this because if someone has a bad build that could manage ok against content IF it has op items, should that person expect to get those items consistently? with current loot vs previous loot, if i get to maps in trash levelling gear then run a bunch of maps, if i find 1 pair of rare gloves in those maps its probably the best gloves ive got, its an upgrade, thats technically great loot. i found an item that made my character more powerful, thats a thing. if i run those same maps and find 100 pairs of rare gloves, 1 is the upgrade, the other 99 are vendor trash. so how weve gone from 100% of my loot was good to 99% of my loot was trash. but you still got the same upgrade... unless picking up and identifying 100 pairs of gloves is just super tedious, you dont loot them. when people run content, see what drops and then say well its all trash, its hard to get away from the idea that the actual problem is that too much loot drops. the more you drop loot, the higher standard there is for loot, the less likely that loot is to be useful. but players are saying rewards suck, well what are they supposed to do? drop more items? if they drop more items then the power of the best of those items goes up, but theres an intended state of game balance so by making us all more powerful the content necessarily is made more powerful and we dont gain anything in actual performance terms. but now instead of identifying 1 item we identify 100, or probably not because that makes the game feel terrible and makes us FEEL like our loot is shit, so we stop even identifying it most of the time, and now how do you make a player feel rewarded when they are so fat and bloated that they already filter out 90% of the rewards you give them? crafting then becomes a problem where almost all the really good items are crafted from scratch. so now you are looking to loot materials, not rare items at all. so players get loot, and its powerful loot, but its not actually an item its orbs which doesnt feel quite the same. its not rly how u picture a looting game, u think of looting the actual item. again, the more materials drop the lower the chances of them doing something good have to be to maintain the intended difficulty so dropping more materials doesnt actually help, it just makes the game feel bad because were looting 50 little gumballs per map. so dropping more items doesnt rly solve anything, its a power neutral situation because theres an intended level of difficulty that is adjusted to player power which is set by the items they have which come from the loot dropping, even crafting and trading, those items have come from the loot that has dropped in the game. but when you drop more loot then while power neutral the other effects are you go from most loot being good loot to most loot being vendor trash loot with no feeling of reward or impact, AND the game becomes tedious with so much picking up junk. so whats the solution? the solution is sort of drop less items and balance around it but thats actually the opposite of what most players instinctively think they want them to do. they want more loot, but theyre also running a strict item filter and theyre making videos like the one big ducks made where theyre saying we want better loot but dropping better rares does nothing for us. better systems i think where ggg have missed the mark big time is making crafting and looting rare items work together rather than as competing ways of getting a rare. from what ive played of last epoch in that game you have a ton of potential to edit an existing rolled item, you have so many materials. BUT, you have a limited amount you can edit 1 item. So the game is all about finding an item that is 1/2 way there, 3/4 of the way there and then trying to get it the final stretch before you are unable to further craft on it. you dont run out of materials that much, you run out of the ability to edit this particular item any further. that means its much more powerful to start with the item thats almost there, all the focus and potential comes from editing a fresh well rolled looted item not generating a new item from scratch using a white base. you dont just have 5000 alchs and 5000 chaos to keep spamming on 1 white base you found forever until you get the thing, or in poe more likely essences/fossils etc. it creates a gameplay loop where you get the fun of crafting, that feeling like you made the item and you have that connection with it, but the item originates from a dropped rare that you then tweaked. and you didnt get it perfect, so you go out and need to find more of those rares looking for ones with potential and you can keep crafting on them when you find them because you are really rich in materials, the pressure point in the system is finding those rares with 3 of the mods you want already on them. so to be a crafter you need to generate a lot of rare loot through killing monsters and picking it up. poe the crafting does not work together with looting rare items, it replaces it, the more you craft the less picking up existing rares is worth your time. this creates a really fundamental problem where once again you have a situation where players say loot isnt rewarding, which is the most basic aspect of an arpg as the op is pointing out, looter game, you kill monster you find item you can wear with stats that makes you stronger, but to fix rares being garbage we dont pick up you need to drop less of them and make crafting less powerful, then power the games expectations in terms of player power. but if you do that your entire playerbase rage quits because they think the loot sucks and the only way they can understand it getting better is to find more of it. this becomes an almost impossible situation to fix when you then include the issue that youve let powercreep go too far and now the average player power is too high, content doesnt feel like you need to do much to beat it. the whole thing of loot feeling rewarding is that is makes you more powerful, but powerful is also comparative, if there isnt something difficult to beat then you dont need an item to beat it and feel powerful. the feeling of value in items is tied to game difficulty. so you want to drop less rare items, and make crafting less powerful, and this makes characters less powerful but you dont actually want to lower the power of monsters because players were already too powerful compared to monsters... the solution to most of this is, unfortunately, to do the very things that players think is the opposite of what needs done. its sort of what they have done in a lot of ways. i dont think the implementation was the best, i dont think the communication of why and how was good, but i also dont think we as a community even want to understand and accept the reality of how all the systems interact so even if they told us really well, so many would reject the information. its so impossible to fix because the game has slipped so far from where it should be and all out expectations, even mine, have become very warped and unhealthy. the crafting system rly needs a look at tho, our ability to generate rares rather than edit them needs serious consideration and tied into this is the need to roll stupid shit like maps and the way ideas/mechanics like that have become the dev teams darlings that they will point blank refused to consider changing but really do they actually bring anything other than time wasting and some cheesy trash gotcha deaths when ziz forgets to check for reflect and instantly dies....? rly? is that what passes for actual gameplay? what a total joke. but we need endless alchs and chaos to roll maps and that has a devastating impact on the situation with rare loot because now its a thing where were not stuck with this system because the players have blinkers on, now its a situation where the devs have blinkers on. its all so frustrating to sit here and look at tbh. I love all you people on the forums, we can disagree but still be friends and respect each other :) Last edited by Snorkle_uk#0761 on Sep 11, 2022, 8:56:41 AM
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I think I have a rather easy solution for one part of the "too many items drop, but 99.99% are shit" problem. The "99.99% are shit" part to be specific.
Almost all items you pick up consist of 2 basic things: the base and the affixes. Most items are shit because either the base or the affixes or (usually) both are not good. Let's look at affixes and use Life on Body Armour as an example. It starts with +3-9 Life, then grows all the way up to +120-129 Life at the top end. But those bottom ones are not good at any stage of the game! Noone at any stage of the game is happy with +23 life on the chest piece. Let me repeat this: at least half of the affix table is a disappointment. They are not just "meh". They make you actively think "why the hell is it even in the game" or joke about "RNGeebus is not in the mood". It does not feel right. Now, to the solution. Instead of starting with +3-9, then stepping up by 10 all the way up to +120-129, it should start at +50-54 and step up by 5 with the top affix sitting at +125-129. Repeat the process for all affix tables (there aren't that many), and voila - gloves with T6 Life + T6 Cold Res + T6 Fire Res are actually useful! And top-end T1 is exactly where it was. As a side effect, it is now easier to Divine. I think the solution is excellent because a) You only need to touch the values in the affix tables (including unique affixes) without ever touching ANYTHING else. And it will have a massive effect all across the game. Rare drops are better. Fractured items are better. Yea, even Harvest rerolls and "close your eyes and slam Exalts" are better. But the top-end remains exactly where it is. No power creep at all. b) Even just a competent player can spend 2-3 days on CraftofExile and come up with the new numbers for rares. It is really easy to do and really hard to fuck up. c) While working with the affix tables, devs can reassess and clear out wonky filler things that nobody really uses, remove excessive amount of tiers and do a very much-needed reassessment of one of the core components of the loot system. Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.
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the thing is i already do that with a very strict filter -_-
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" You played Last Epoch and maybe Grim Dawn aswell or basicly any other ARPG? why is it possible for them to offer decent gear of the ground even it if doesnt fit your build.. those are sometimes really good ones but often just ones that you leave on the ground because its close but not enough or you craft further on it in the hopes of getting something good. Anyways it is actually worth looking at the items. Last Epoch goes even further with having the highest tiers as only drops. That system is amazing because with that drops still are important. Beside that the biggest difference between basicly any other ARPG and POE is that the loot system is outdated as hell and flooded with 99.9% filler items on the ground. Beside that this game most of the time doesnt reward you for just playing the game and killing monsters even when you kill harder ones. Last Epoch gives you extra rewards for killing more monsters. You see the difference? It rewards you with extra loot if you clear the whole map. Now if POE would do this it wouldnt make any difference because the pool that they offer us even when your at the deepest point in endgame is still trash. So with a similar system without changing the core drops it wouldnt make any difference. I agree with you that the focus seems to be around cheesy deaths. I like challenging monsters but the thing is that they are not in Path of exile. The thing now is you kill them fast enough or they kill you fast enough. There is nothing stratetic about those monsters with archnemesis mods. They are often on steriods so how could they expect a strategic fight while those monsters were designed to behave way different with way different mods. They expected that only slamming new mods on it without checking what type of attacks the monsters do and if those new mods would actually fit their vision. They said they wanted more strategic and slower gameplay at certain mobs. I like that idea. However it is not working without touching the basic design of the monsters ingame. Thats why certain monsters that already had fast projectiles or attacks are even more busted with hasted mods etc. They are double dipping basicly which we the players are not allowed. The same goes for the mega tanky monsters. Its obvious they didnt test at all which monsters already had high health and if it would be smart to make them even more tanky and give them a heal mod + damage mod. The result a tedious boring long fight without actually new interesting attacks but the same old ones on steriods with the new mods. I think it was really naif of GGG thinking that just slamming those new mods on the monsters would do it. That is not the thing were iam mad at. Iam mad that they seem to not admit it and handle accordenly to this situation. Instead they nerf a bit here and there and call it a day while leaving us with a bad experience. They seem to lie about testing those Archnemesis really well. Those are things i think is unacceptable. Thats why i wont buy supporter packs anymore. I like that the game is getting harder and that this is the vision. The way how its handled however is awful imo. GGG should play Last Epoch for a while to learn about what the right balance is for loot without overdoing it. After that they could iterate there own version of it within their vision. How to fix the loot system easier? My tip: I would make a stricter filter for all those trashy gear and remove those being able of dropping on t16 maps. Then replace the same amount of items that you removed to keep things balanced but you buff the Tiers that can drop on the items when you reached t16 for example. This would actually make it worth to go do t16 maps and makes it worth actually looking at items. Also we could craft further on it on better base items instead of relying on Essences Chaos orbs and all the other currency's. The problem right now imo is that we rely on those currency's to even get ok gear which shouldnt be the case in a loot based game in my opinion. Someone proofed on reddit how rigged and bad picking up items is and its not worth your time. I already knew this because i do this for years. Yes iam a guy who likes picking up items and unidentify them in the hopes of getting something good. I kept doing it because you guys talked about changes youve made and Loot 2.0. Also this league youve made changes to the armour drops. While i have to say after hundreds of identifies if not more i can say its an absolute waste of time and therefore a non existing part of the game beside chaos orb reciping it. Last edited by mastag#4793 on Sep 11, 2022, 4:52:29 PM
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