Floored by the power spike of TRADING. This will ruin the game.

"
jollyjewbagel#4794 wrote:
FWIW, i've been playing several hours a day since launch, i'm only in T2 maps and i'm flat broke from trying to "craft" gear while keeping resistances capped.

my shield is STILL a shield i found in A2 normal because i haven't been lucky enough to get another one that has the stats that i need, with higher numbers

With the amount of exalts i've spent RNG'ing completely shit mods onto an otherwise good item, i could have bought something acceptable off trade and be able to survive higher tier maps. the lack of ANY deterministic crafting is a giant step backwards IMO.


Your experience is exactly what i'm speaking to. If they tune balance for power players and the way they interact with hundreds of rares a day, and trade with hundreds of orbs that allow them to create the great lion's share of usable items, you effectively create this giant machine of nonesense that exists to suck the fun out of the core experience.

It's not so simple as avoiding trade if you find it unenjoyable, the core experience will ulitmately punish those who do not engage and they will be playing an experience that simply isn't fun.

Optimally speaking, the game allows us to play without trade, and enjoy the fruit of our grinding without feeling as though we are a lower class than players who engage in trade.
This has always been the case, and will always be the case...this is why human civilization is built on trade. Not a problem unless access to content is locked behind trade.
"
The biggest problem I see is that a lot of players coming from other genres (MMO games) are conditioned to save their currency to trade with, and so they will nerf themselves early on by not crafting when they should be.

I really think we need a way to craft items in the early game without consuming valuable currency. It feels bad to throw an exalt on an average item when you can instead buy an incredibly overpowered item for the same price instead.

And I don't think most players want to cheese the campaign like that, but they will not understand how easy this currency is to acquire later so they won't want to take any chances.

It's like how every player I introduce to PoE picks up every blue/yellow item through the entire campaign and it's really hard to watch but it's because they don't know what to expect. It then feels really bad for them when they reach end-game and make all the money they were saving through the game in 15 seconds.

This highlights a huge issue.

People keep saying that players need to check the shops, they need to learn this boring mechanic, they need to do this boring thing hidden in UI within UI.

Why?

Why does this game feel so forced to tell players to stop having fun and to play the game the "right way"?

Why can't they just tune the "right way" to be playing the game that's actually fun.

It's like opening a restaurant that serves the world's best ice cream, and being angry that the customers aren't eating the block of tofu that comes with the ice cream.

"I just don't get it, we are giving them that healthy Tofu, and they won't eat it! It's sitting right there! Why don't they stop eating the ice cream and eat the Tofu!?"

GGG have created the greatest ARPG mechanics of all time, and they're forcing us into not enjoying the actual core game loop.

"USE THE SHOP! TRADE! WHY IS EVERYONE TRYING TO ENJOY THE ACTUAL LOOT MECHANICS IN THEIR MOST FUN AND RAW FORM!?"

It absoluteyl astounds me. I think they're over thinking. I think they're too in the weeds being at the top level and knowing intimately the game from every angle.

They've lost sight that players want to go into the woods, lop an orcs head off, and get the best loot that way. It's that simple.

And the game could be tuned around then, with lots of well tuned loot and drop %'s and soft caps for rare drops and we could have a wonderful ARPG rooted in self improvement and farming for drops. But instead we're getting this currency simulator.
"
This has always been the case, and will always be the case...this is why human civilization is built on trade. Not a problem unless access to content is locked behind trade.


When my sister was the banker in Monopoly, she would try to "Trade" with the bank for lots of money that gave her a huge advantage in every game we played.

We called it cheating.

But if monopoly were to have an arbitrary rule that made it OK for one player to just grab extra money out of the bank at any time, legal or not, that would break the experience of the game.

If a game is designed to reward power for putting in time, and investing to get better and you want a reward for playing, if other players are pressing buttons on a website and getting huge spikes in power for no effort creating cookie cutter builds, it doesn't just ruin the experience of people abstaining from trade, the people who are bypassing all the enjoyable progression are ruining the experience for themselves too.

It's like skipping a book to the end to find out the ending because you couldn't wait that long and then you spoil the ending for everyone.

The gameplay loop is created for a reason, the fun comes from randomization and strategy and that ascent to power.

If you just have a big bright red button you push and you get the exact item you want. Those are more akin to debug tools than a fun gameplay loop.
Last edited by crazyfingers619#3901 on Dec 16, 2024, 2:14:40 AM
"

GGG have created the greatest TOFU mechanics of all time


Please forgive the edit of your quote there but i just couldn't help myself.
___________________


The consumption of currency is vital to the health of the economy as the more is consumed the higher the value of your currency and as such your time put in generating that currency.

Innocence forgives you
"
"

GGG have created the greatest TOFU mechanics of all time


Please forgive the edit of your quote there but i just couldn't help myself.
___________________


The consumption of currency is vital to the health of the economy as the more is consumed the higher the value of your currency and as such your time put in generating that currency.


I am more than fine with this use of this thread
Whelp, due to this i bought my first item.

Got a quite nice 1-handed hammer at the end of act 2. Still stuck with same hammer at end of act 4...

Bought a nice looking new hammer and boom double my freaking dps.
"
"

GGG have created the greatest TOFU mechanics of all time


Please forgive the edit of your quote there but i just couldn't help myself.
___________________


The consumption of currency is vital to the health of the economy as the more is consumed the higher the value of your currency and as such your time put in generating that currency.



Dude don't start trying to explain econ 101 to this guy he probably reads at bellow a sixth grade level econ 101 is going to be way too advanced for him.
Welcome to standard.
😉
They got
Hardcore

Ssf

Ssfhc

Too
"
mrfox123#7595 wrote:
Whelp, due to this i bought my first item.

Got a quite nice 1-handed hammer at the end of act 2. Still stuck with same hammer at end of act 4...

Bought a nice looking new hammer and boom double my freaking dps.


You're Sméagol putting on the one ring. You'll have fun for a bit, then you'll buy a few more items. Then you'll be in end game. And then you'll have ravenously consumed all the game and you'll be throwing orbs into the auction house and you'll hardly even bother looking at the items dropping in your own game. In a couple of weeks you'll be done with the game with nothing calling you back.

I mean... it's fun for a while. But that instant hit of power comes at a heavy cost.

This game will never be the next diablo 2 if they don't recapture the amazement of grinding for our own loot and power, and not in the bowels of the no trade servers. It has to be core to the balance of the game.

But enjoy that shiny new hammer all the same XD!
Last edited by crazyfingers619#3901 on Dec 16, 2024, 2:23:36 AM

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