The most important issue has not been adressed properly

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vio wrote:
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impulze3 wrote:


I disagree, opportunity cost needs to have potential rewards that are over time on average a net positive and not a net negative. at the moment its a net negative even on MF unless you get insane luck and drop a T1 which is rare even with my legacy MF gear.

potential rewards, yes. and over time, the outcome should be positive.

i just think player's expectations raised too much.


well naturally because for league after league after league we had increase in drops not a massive decrease without compensating in some way or another. they could've just reduced affix tiers and rolls or limited the mby ilvl and nobody would've batted an eye on lower currency drops and less item drops but they didn't. instead we just get less and that feels bad because we've been tought to expect continuous increases and quality
Very cool mirror Service: https://www.pathofexile.com/forum/view-thread/3227915
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impulze3 wrote:
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vio wrote:
"
impulze3 wrote:


I disagree, opportunity cost needs to have potential rewards that are over time on average a net positive and not a net negative. at the moment its a net negative even on MF unless you get insane luck and drop a T1 which is rare even with my legacy MF gear.

potential rewards, yes. and over time, the outcome should be positive.

i just think player's expectations raised too much.


well naturally because for league after league after league we had increase in drops not a massive decrease without compensating in some way or another. they could've just reduced affix tiers and rolls or limited the mby ilvl and nobody would've batted an eye on lower currency drops and less item drops but they didn't. instead we just get less and that feels bad because we've been tought to expect continuous increases and quality


yes. and i understand the disappointment. i'm just trying to understand the problem ggg sees in the state of the game cause reasoning against that issue is the only way they might change it.

in general, rewards in games changed from occasional rewards to permanent rewards, means everybody gets loot showers but you lose if you get less than others of your capability level.

it's possible they see it as problematic cause for all the stuff that drops there is no buyer or no use cause the upgrade path of most orbs is limited.

them releasing ruthless is a sign they wanna test occasional rewards as a viable way to balance their dysfunctional economy in the future.

imho they're still looking for ways to balance the game for dedicated folks and casuals in the same environment. which is folly imo cause the dividing line between player groups isn't hardcore/softcore but playtime and skill.

all my suggestions in the past tried to solve that issue,

be it forcing players to reroll after a certain playtime or move professionals into their own league after a certain progress ... just let softcore have some rewarding hardcore areas and put that separation of hc/sc on the graveyard where normal/ruthless/cruel/merciless sepation is buried already.

well, back to rewards: there is no problem to shower accounts with level 80++ chars in a league with loot and orbs.

as long as they have no interaction with level 79-- char accounts to sell them stuff and exploit their market.
age and treachery will triumph over youth and skill!
Last edited by vio#1992 on Dec 4, 2022, 5:12:54 PM
^well see here's the disconnect: I am ALL FOR less loot overall. Ruthless-based loot numbers. But not in the current loot system. GGG actively refuses to look at the overall SYSTEM and instead play around with drop numbers.

The problem is loot is useless. Even in Ruthless I would bet that by the time anyone gets to t16 maps, the t16 maps themselves will drop 99.9% useless crap.

Before nerfing overall loot like they did, GGG needs to solve the USELESS loot problem by creating a smart loot system, or at least a system where the higher the map tier, the lower the chance of getting lower rolled items. The issue is that GGG seems to be incapable of making a smart solutiong: they would rather just gut overall loot numbers so now instead of getting 100 useless items, you get 10 useless items, but they are STILL useless. And then at the same time, you can't reasonably craft them to make them usable...because GGG continues to ALSO nerf crafting options in tandem with loot gutting.

Juicing maps for added loot was a way to "force" better quality loot because the ONLY way you can do that in PoE is through MORE loot. The drive to make better characters was to conquer the harder content and get better loot to create still stronger and better gear. But now the upper juicing just isn't worth it...so what happens is people either get bored of characters before maxing them out, or they get bored with the GAME and quit. There is no reasonable and expected pathway forward once you hit juice-able power levels.
Last edited by jsuslak313#7615 on Dec 4, 2022, 7:57:54 PM

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