The REAL truth exposed!! (Brought to you by a player in top 10)
" Nice throwaway account you have there ! I'd like to first say that I've been around for a while and didn't post much or at all until open beta,as my clan had a representative that basically spoke on our behalf was privy to Alpha and could relay our thoughts and feedback better than the rest of the clan that was testing. Unfortunately my clan has all but left POE and I lack the skills to relay feedback and opinion in a neat,effecient and polite manor. So forgive me if post is horrible Now on topic: It doesn't surprise me one bit that players in the top of the ladders use RMT and in a previous post I stated that this was a certainty in the current iteration of the game.It would however surprise me if others didn't figure this would happen especially GGG. What does surprise me however,is that GGG themselves don't have a handle on their closed ladder system or do and have turned a blind eye to it.Either way it cheapens the whole ladder/ranking system and makes it irrelevant. There have been a lot of things about POEs alpha/beta testing and development that have been on the nose and this just adds to the smell. Have the top 20 of the ladder been investigated since original post ? If so and found to have used RMT,will GGG take action against them ? Last edited by Temper#7820 on May 14, 2013, 11:22:24 AM
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" They stated that high maps were intended to be an item gate only. What is really fkn bizarre; The content is gated. The XP is gated. The items are free to be bought. To make it even more bizarre, by design, an ilvl 79 item rolling ilvl 79 mods, is equipable (base level allowing) at 80% of 79 = 63.2. Whether that is rounded up to 64 or down to 63, there is no player at that level capable of clearing a 77 map. The design is a mess on so many levels. Casually casual. Last edited by TheAnuhart#4741 on May 14, 2013, 10:31:48 AM
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I agree except for the whole "free to be bought" thing.
It's still a bit confusing to me that the map system made it out of closed beta as it stands. Either Chris hadnt concluded it was problematic yet, or GGG has some funky priorities as people have suggested. IGN: Iolar
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Starcraft perhaps, but in moba you buy stuff that makes you better/you hasten your progress which will make you better. Time=money if you invest money to progress faster you have the same situation as in poe, neverwinter, wow. You can get everything with time or money. Time plus money combo gets you to the top. Same goes for microtransactions in shooters, level boosters, gun improvements. I was talking about ftp games in general though. You will still dominate by having better hardware and gaming grid, better connection, even better food and energy drinks.
In ftp, all mmo, everywhere where improvements help your skill in any way, you will have pay to win. Hidden or in plain sight. Even certain skins for your char can make you better by playing a blue char in blue areas i.e. |
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" Why? All items can be bought and sold. The one thing that was meant to be gated is available to everyone at a price as soon as one person enters that map. Also, as I said, even to players well below that lvl and capability. More so, it is the best option for them, even as a crafting base, pretty much rendering drops in the content they are doing and the foreseeable future content, pointless*. *if they are willing to trade/buy their gear, and while this game was hailed as a D2 successor, it is a D2jsp successor in reality. Casually casual. Last edited by TheAnuhart#4741 on May 14, 2013, 10:56:46 AM
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Hence the reason's why Diablo 3 implemented their own rmt and got away from ladders.
They said "Hey guess what? These guys are not going away, We have to include it in our game and we might as well make some money" They also said " You know what guys, I don't want people buying our items just for the prestige of a rank on ladder" This is why nobody should care about ladder position other then a means of being able to tell who knows what they are doing when it comes to builds. Races are great for competition, I don't know about 1 week races but I highly doubt people use rmt for a 3 hour race. So once maps are separated from gaining exp the only reason they will have to rmt is to buy better items which allows them to gain exp faster. So then the problem changes but there is still rmt going on. It either enables the rmt sites to have an advantage with high level items or that stuff becomes less important since players can do without it. |
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" What both Blizz and GGG failed at, was trying to implement the old H&S model (which was designed and worked in times of limited communication) in modern day. It isn't possible to have such free trading with today's communication, without those who would 'spoil' their own game by advancing too quick. There needs to be adjustments to the model. Sadly, both Blizz and GGG thought this adjustment should be to alter drops so that people couldn't 'spoil' their game by advancing too quick via trading. All this did, was leave people who don't care for trading out in the cold and move those who would 'spoil' their game and hasten progression turn to RMT. Whatever happened to loot find games? Casually casual.
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I kinda understand the situation and after rethinking Id agree that lv 100 being "impossible" to get is not the right decision.
When I read the post and about the mentioned problem I thought about another game which provides a lot of replayablility. Its the ARPG Mod from "Mount and Blade" This is like a medival shooter where you play a character and fight in battles, gaining experience and gold. Your max level is infinite but 31 takes pretty long and everything above is "unrealistic". However, if you reach lv 31 you can retire with your lv 31 character and get a "heir stack" on your account giving you benefits for your new character.(Xp bonus and valueable equipment upgrades) I think a similar system in PoE would be great. People should reach lv 100 faster and if they do they might retire and start over again, maybe get +5% more Xp per "heir stack". Probably people dont want to lose lv 100 chars, so they could be removed to a "lower" league. A lv 100 league of retired characters^^ Of course lv 100 should be accessed MUCH EASIER with such a system. I think a range of 60-100 play hours would be appropriate. I know this idea has a big influence on end game content and also there must be an addional layer of endgame added, but I think its worth thinking about it. |
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" Economy. And real life leaking into fictional life. Or should I say 'pixels'. I have a feeling you're suggesting the 'bound' shit here, which wouldn't do anything either. People buy accounts where they can't buy items. Or powerleveling. Same shit. How many times you ran into capped/geared toons that were fucking horrible in MMOs? Or guild raid runs that sell slots. And probably sell gear drops too. *shrugs* It's mentality that (d)evolved into this. |
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" I don't know. But completely unbound loot only worked in balance without today's communication. There's Bind on Pickup, Bind to Account on Pickup, Bind on Equip, Bind to Account on Equip, etc etc. None of these I'm suggesting as the right method or the sole method. There's also possibilities to make items be bind on pickup but have a chance to be bind on equip (a good example is quality/superior items in PoE). I just feel very strongly that maintaining the full-free-trade part of the loot find genre at the cost of, well... the loot find part, is not the best way to go, by far. It's no coincidence, also, that the more free trade an economy is, the worse it will be hit by RMT and all the nasty stuff that goes with it. It's no coincidence either that crafting generally sux when it is free trade. Edit; See, in your example, there is still a problem of sorts, but notice how the problem of 'tuned drops for trading not finding or crafting' has gone. Would you rather have a loot find game with account trading as a bad side or A no loot find game, trade for everything, with all the RMT that goes with it? Casually casual. Last edited by TheAnuhart#4741 on May 14, 2013, 12:02:42 PM
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