GGG: Ruthless is the future of Path of Exile.

"
didira wrote:
It's time like this when you wish a time-machine had been invented.


To go forward, and see what happens?
Or back to 2012, and say "don't go down 'x' path"??
Looking for a mature guild to play with?
http://www.guildmedieval.com
Courtesy, Integrity, Fair Play.

I understand this is a role playing game, but I don't think the best role to play should be shopkeeper. - AlteraxPoe
Ruthless should just be called vortex.
Majority of people play ARPG for the loot that's the whole reason just like looter shooters people play them for the loot, you remove that you exclude a big chunk of the players

So it's a good idea to make it a separate mode for the novelty.
"
Ramymn wrote:
Majority of people play ARPG for the loot that's the whole reason just like looter shooters people play them for the loot, you remove that you exclude a big chunk of the players

So it's a good idea to make it a separate mode for the novelty.

Not true. When you play normal PoE you ignore loot, even use filters to hide it, you don't need random items on floor, your average gear is too strong compare to random loot, so you will grind only crafting currency, league mechanics or if you play trade league something that you can sell. So even if you get 10-100x more items on floor, you will pick up same, or even less items, than you will in Ruthless.
"
innervation wrote:
The folks who are over-the-moon thrilled with how great item upgrades feel in Ruthless? When it gets released with proper trading, they're going to spend (more than 5 minutes) trading, and then eventually end up in the exact same place they find themselves in the normal trade leagues.


as a "good player" you arrive in the endgame around 2 week mark when prices for upgrades have already risen far above your savings.

the plan is to arrive at that point at a much later date and have a slower progression than now.

there is a difference between being thrilled by items you found than items someone else crafted for you.
age and treachery will triumph over youth and skill!
people don't seem to understand...

if you are only dropping magic items for a very long time, that ONE rare item that drops is super super exciting and meaningful. Watch some of the vids of the alpha testers playing the mode, you can quite literally see this excitement playing out in real time. Items which previously would have been left on the ground and totally ignored are cause for constant excitement. That is awesome! PoE has been plagued by TOO MANY items dropping right from the get-go, rares rain from the sky like candy. You can turn any white into a rare with ease. Drops are 99% meaningless because...well...by the time you hit the 4th area you have a full set of rares and don't need to upgrade for 4 acts. You have likely used essences which drop before level 10 to create an entire set of gear that is better than anything that drops. If this were NOT the case, then all item drops would have far more meaning.

I don't really understand how people don't get that. Innervation is absolutely right: items that drop are only crap because they are compared to what you already have, and what already drops in droves. A sapphire ring (white) can hold infinitely more value if it wasn't offered from the shop and the ring drops were far fewer. Because otherwise you have an empty slot there or a useless iron ring.

This is how a game can INCREASE longevity, not reduce it. There are many things about ruthless I would hate to see in the normal state of the current game or PoE 2; however, less frequent rare loot and far less loot dropping is a GOOD thing for the game.
Last edited by jsuslak313#7615 on Nov 27, 2022, 7:51:38 PM
"
vio wrote:
there is a difference between being thrilled by items you found than items someone else crafted for you.


Agree, however if trade is enabled in Ruthless just like the core game (website facilitated) I think you will see ppl setting themselves up for disappointment when they buy gear and get back to that all too familiar point where all the stuff that drops is worse than what they're wearing.

Hopefully they put some cool rewards behind eater/exarch, past league content and the like, because that will still be worth pursuing even when your gear has outpaced good/great drops.
"
Alendert wrote:
"
Ramymn wrote:
Majority of people play ARPG for the loot that's the whole reason just like looter shooters people play them for the loot, you remove that you exclude a big chunk of the players

So it's a good idea to make it a separate mode for the novelty.

Not true. When you play normal PoE you ignore loot, even use filters to hide it, you don't need random items on floor, your average gear is too strong compare to random loot, so you will grind only crafting currency, league mechanics or if you play trade league something that you can sell. So even if you get 10-100x more items on floor, you will pick up same, or even less items, than you will in Ruthless.


People use filters because the game shower you with loot that is irrelevant is a game design problem not the player fault that ignore the clutter, if loot that was dropping was worth picking up people would stop and grab it, and not when they have no choice like in ruthless "beggars can't be choosers"

but yet again if they decide making all loot is worth it the game will end up being too easy to progress so is a dilemma, just have to make it balanced like only half decent which is enough still to progress the game, league mechanics like sentinel helped with this loot clutter as people use the dropped items as fodders which was a great alternative solution also a crafting option, or if they introduce a game system that break down useless gear into useful stuff that the character can use people will start to pick loot up.
"
Ramymn wrote:
if loot that was dropping was worth picking up people would stop and grab it, and not when they have no choice like in ruthless "beggars can't be choosers"


This right here is not a correct assessment: If you can pick up a piece of loot and it offers a benefit or increase in power, it is "worth picking up". In Ruthless, there is vastly more drop power because nearly all items that drop could potentially offer a power increase. Players aren't forced to loot, they are ENCOURAGED to loot. Playing a game like PoE in general forces you to loot because that's the type of game it is. But the current normal version of the game showers you with so much loot all the time that it disincentivizes looting, which is completely antithetical to the game genre and core gameplay.

Loot filters are important and exist only because the game showers you with SO MANY RARES that you can be extremely picky on what you'd like to pick up and identify. But if you only dropped 1/100th or 1/1000th of the current rare rate, they ALL become worth picking up, and render a stricter loot filter unnecessary. This is the direction PoE SHOULD go if it wants to survive. Pair that with fewer alch orbs / transmute orbs / regal orbs, and that further increases the necessity to pick up items and SEE items.
Last edited by jsuslak313#7615 on Nov 27, 2022, 8:19:23 PM
"
Ramymn wrote:


People use filters because the game shower you with loot that is irrelevant is a game design problem not the player fault that ignore the clutter, if loot that was dropping was worth picking up people would stop and grab it, and not when they have no choice like in ruthless "beggars can't be choosers"

but yet again if they decide making all loot is worth it the game will end up being too easy to progress so is a dilemma, just have to make it balanced like only half decent which is enough still to progress the game, league mechanics like sentinel helped with this loot clutter as people use the dropped items as fodders which was a great alternative solution also a crafting option, or if they introduce a game system that break down useless gear into useful stuff that the character can use people will start to pick loot up.

Let's imagine that someone play trade league where all rares on the floor have 6 T1 rolls, every pack of monsters drop at least some alch. Will players pick up this? Or they will get full set of rares that they need, some stacks of alch and will start ignore it, because nobody need it, like nobody need wisdom or portal scrolls on current trade leagues? Than more valuable drop game gives, than more players will hide with filters and ignore.

Report Forum Post

Report Account:

Report Type

Additional Info