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

You've realized that one million players playing and dropping items and selling the ones they don't need, is always going to have a ridiculous supply pool that items you dropped in your dozens of hours of playthrough, will never be able to compare to?


If that wasn't obvious this would hold true in free market economy with tons of players...it now should be.


Next step is realizing that instead of using some things yourself at only like 10% of the potential value, you can just sell them to the powergamers who would utilize it fully and pay you more than you'd otherwise get. And that's more efficient.


And then next step is that you realize in order to get best items in the game you don't even need to play the game killing monsters but you can flip items and currency making profit and then use huge sums of currency to buy beat gear.


Welcome to the world of economy.
I have a crazy idea; just limit your trading if you insist on playing standard league.

I know.. i know it's really out of the box.
"
grepman#2451 wrote:
You've realized that one million players playing and dropping items and selling the ones they don't need, is always going to have a ridiculous supply pool that items you dropped in your dozens of hours of playthrough, will never be able to compare to?


If that wasn't obvious this would hold true in free market economy with tons of players...it now should be.


Next step is realizing that instead of using some things yourself at only like 10% of the potential value, you can just sell them to the powergamers who would utilize it fully and pay you more than you'd otherwise get. And that's more efficient.


And then next step is that you realize in order to get best items in the game you don't even need to play the game killing monsters but you can flip items and currency making profit and then use huge sums of currency to buy beat gear.


Welcome to the world of economy.

We're not trying to maximize output of loot, if that were the ultimate goal, the devs would put a giant red button that killed all the monsters of the world for 9999999 damage and all of them would drop 5000 unique items.

Raw, unrestricted power is not part of the equation for fun.

There is no global shortage of a resource we are trying to solve in a game, there is no product we need to create to make the world a better place. GGG are not designing a system meant to churn out powerful items for kids on Christmas.

More powerful items spawning into inventory boxes != better game

The only resource generated by a a game that matters is FUN.

And fun is a very fragile thing. We don't want to break it by shaking up the balance with a saturated economy.

Soccer players could hit goals much easier if we just made the goals much bigger.

Why don't we do that? Players could get goals way more. This way the fans will have more to be happy about. You can just kick really hard to the other side at any time and you'll score a point.

This is essentially what you're advocating for. As if the job of GGG is to maximize player power as fast as possible in the most simplistic and boring way as possible.

This is a silly world view.

Why was excaliber special?

Did King Arther buy it on the auction house?

FFS. I don't know why the concept of grinding and chance drops, and grinding for power is so hard to communicate in a forum of die hard ARPG players.

The grind and finding the loot through long dry spells IS THE GAMEPLAY.

If you can just drop a quarter into a machine to get power, the whole system collapses.
Last edited by crazyfingers619#3901 on Dec 16, 2024, 2:49:46 AM
"
jollyjewbagel#4794 wrote:
the lack of ANY deterministic crafting is a giant step backwards IMO.


crafting will get more deterministic in end game.
early game ya, its literally just gambling. THAT is the real issue here.
"
"
jollyjewbagel#4794 wrote:
the lack of ANY deterministic crafting is a giant step backwards IMO.


crafting will get more deterministic in end game.
early game ya, its literally just gambling. THAT is the real issue here.


If crafting is deterministic, it will detract from the thrill of finding items.

It's common knowledge in game design that crafting has to be niche, or a game becomes linear and bland.

Any online RPG worth its salt knows to make the most important items no drop and not created from common regents.

If there isn't unique mechanics derived from drop RNG, the game will ultimately be an excel sheet simulator.
"

We're not trying to maximize output of loot, if that were the ultimate goal, the devs would put a giant red button that killed all the monsters of the world for 9999999 damage and all of them would drop 5000 unique items.

Raw, unrestricted power is not part of the equation for fun.

There is no global shortage of a resource we are trying to solve in a game, there is no product we need to create to make the world a better place. GGG are not designing a system meant to churn out powerful items for kids on Christmas.

More powerful items spawning into inventory boxes != better game

The only resource generated by a a game that matters is FUN.

And fun is a very fragile thing. We don't want to break it by shaking up the balance with a saturated economy.

Soccer players could hit goals much easier if we just made the goals much bigger.

Why don't we do that? Players could get goals way more. This way the fans will have more to be happy about. You can just kick really hard to the other side at any time and you'll score a point.

This is essentially what you're advocating for. As if the job of GGG is to maximize player power as fast as possible in the most simplistic and boring way as possible.

This is a silly world view.

Why was excaliber special?

Did King Arther buy it on the auction house?

FFS. I don't know why the concept of grinding and chance drops, and grinding for power is so hard to communicate in a forum of die hard ARPG players.

The grind and finding the loot through long dry spells IS THE GAMEPLAY.

If you can just drop a quarter into a machine to get power, the whole system collapses.

I really wish the devs would adapt the system from Last Epoch: Choose trade or increased drops.
"
"
"
jollyjewbagel#4794 wrote:
the lack of ANY deterministic crafting is a giant step backwards IMO.


crafting will get more deterministic in end game.
early game ya, its literally just gambling. THAT is the real issue here.


If crafting is deterministic, it will detract from the thrill of finding items.

It's common knowledge in game design that crafting has to be niche, or a game becomes linear and bland.

Any online RPG worth its salt knows to make the most important items no drop and not created from common regents.

If there isn't unique mechanics derived from drop RNG, the game will ultimately be an excel sheet simulator.


Hey buddy do you know what paid for your new favorite game of the month, it was an "excel sheet simulator". There is a reason the running joke is POE is just a simulation for path of building, the playerbase that paid for POE 2 seems to like complex systems. Also the things people craft are often times more unique than any drop can be lol.
Last edited by Erebus1800#6364 on Dec 16, 2024, 3:05:03 AM
"
"
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!

What lord of the rings did you watch cus that dude jumped in lava for that ring in the one I watched.
"

If crafting is deterministic, it will detract from the thrill of finding items.


But there must be some middle ground, because the way it currently is, crafting is almost completely useless and way too expensive. If mods on items were more limited in terms of tier and type and exalts and regals would actually be more abundant, this could actually work, but that isn't the case.
Almost all exalts I've used either gave me a crappy, low-tier useful mod or a completely useless one.
"
He buddy do you know what paid for your new favorite game of the month, it was an "excel sheet simulator". There is a reason the running joke is POE is just a simulation for path of building, the playerbase that paid for POE 2 seems to like complex systems. Also the things people craft are often times more unique than any drop can be lol.

There is a certain magic that stems from a touch of randomness.

It's why Poker is a more popular game than bridge, there's more mystery, it can't be quantified and mastered.

And just because a system is more rooted in randomness, doesn't mean it can't be grand and complex and engrossing with endless theory crafting.

I think some of you guys are worried us new comers want this game to be some kind of ultra simple, but twitch death simulator, and speaking for myself, that's just not true.

I want the engrossing depth of POE mixed with that magical simplistic loot goodness fun of Diablo 2.

Give us the massive depth of the passive tree with some cool bells and whistles with the crafting elements, but give us that random drop goodness that only games like Diablo can provide.

If they can pair the two, this game will be unstoppable.
Last edited by crazyfingers619#3901 on Dec 16, 2024, 3:10:31 AM

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