Lets bump PoE on Metacritic

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johnKeys wrote:
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jsn006 wrote:

The AI and pathfinding hasnt changed at all, I'd say its even worse than before if you thought it was bad. See, why would you flat out lie about something like that? Their pathfinding is horrendous sometimes, and the issues with shift targeting are more frustrating than ever (with cleave, lightning strike, infernal blow ... same old shit, and I play RT mind you, so its not an accuracy issue)

Not gonna address anything else tbh ... fanboys gonna fanboy


you make claims without backing them up with examples.
you call me a "fanboy" when you really did see enough of my posts to know better.
I agree about Shift+targeting, but I rarely Shift+target any melee skills. I mostly just run up and start smacking the first mob I can get my mouse on.

overall, your post is bad, and if you were to write a review of Path Of Exile (or any other game for that matter) like this - I wouldn't read it, as a neutral gamer looking for a game.

@Bawheidbob, I don't hate Metacritic. I just read player reviews very selectively and thoroughly when thinking about buying a game. see Jsn's post above for an example of a "review" I wouldn't read, no matter if he gave the game a 10 or a 1.


You going from 'monster design sux' to 'monster design and everything is awesome now' when it hasnt changed at all shows how fos you are. But casuals with random builds and average gear who just play 66 maps at best beyond docks will give this game a 10/10 regardless, because none of their characters were really effected and they dont have a deep understanding of how the endgame, esp. for the solo player, has been royally fucked up.
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jsn006 wrote:
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johnKeys wrote:
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jsn006 wrote:


yeah newbfags will rate it on normal difficulty, suffice to say reviews right now are not to be taken any seriously.

And omg how come you didnt give it 10/10? I thought you said the monster design was so horrible in this game, thats a big enough part of the game to warrant more than 0.5 knocked off imo. Q_Q titty bitches so OP, lunaris runs so difficult!

Fanboys gonna fanboy


see? that's where you are wrong: 8.5 is for Release.
all my QQ was in Beta, and most of it stayed in Beta.

GGG managed to make a huge improvement to the game code.
they made it release-worthy AND improved the visuals, which is nothing short of remarkable.
AI of mobs - especially in A3X - is more than satisfactory, A3X unique mobs are well-designed, new mobs in previous acts are good, and Dominus as a boss is just plain epic.
they just need to fix that zone-in crash thing I am having with the tower roof right now.

overall, the game is fun and pretty well-made, and this deserves 8.5/10 without wall-of-texting why.
maybe I'll wall-of-text a full review later, if I have time.

you are trolling me for posts I did a long time ago, and I'm ignoring your trolling.
why? because it is a time to be serious, Jsn. especially if writing a player review in a neutral site.


The AI and pathfinding hasnt changed at all, I'd say its even worse than before if you thought it was bad. See, why would you flat out lie about something like that? Their pathfinding is horrendous sometimes, and the issues with shift targeting are more frustrating than ever (with cleave, lightning strike, infernal blow ... same old shit, and I play RT mind you, so its not an accuracy issue)

Not gonna address anything else tbh ... fanboys gonna fanboy



Are you kidding me the release version is so insanely smoother now and ontop of that the graphic is breathtaking. Im so impressed by the improvements they dont to the graphics
I truly don't care about legacy items and so on. I believe this game is amazing besides one very very very bad point.
Online only.
The game has lag and desync to the point where I struggle to sit down and play for more than half an hour without getting annoyed.

With offline play would be:10/10 or 9.5/10.
As it stands: about 6/10.
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Burmeister99 wrote:
Are you kidding me the release version is so insanely smoother now and ontop of that the graphic is breathtaking. Im so impressed by the improvements they dont to the graphics


Graphics got better, yes. I never stated otherwise. Enemy AI / pathfinding and that ANNOYING AS FUCK shift attacking missing didnt, at all.

hold your horses next time fanboy, and l2read
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jsn006 wrote:
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Burmeister99 wrote:
Are you kidding me the release version is so insanely smoother now and ontop of that the graphic is breathtaking. Im so impressed by the improvements they dont to the graphics


Graphics got better, yes. I never stated otherwise. Enemy AI / pathfinding and that ANNOYING AS FUCK shift attacking missing didnt, at all.

hold your horses next time fanboy, and l2read


let's get a few things straight, Jsn:

- the graphics got better, and - more importantly - they are far better optimized. so are most loading times.

- enemy AI got better. mainly that of new enemies, but some old ones as well.
the best improvement though, was to pack spawn locations and composition. they now make sense instead of "hey let's put an armada of blue Titty Bitches here to Swiss-Cheese the player from off-screen".
GGG even learned to do location-based "sneak attacks" that make your heart sink. giant worms say "hi".
and monsters with interesting attacks are plentiful in the new areas.

- define "path finding". I never saw a monster get stuck in a wall trying to get to you, if that's what you meant. not even in Open Beta.

- if you are clicking on a mob to attack, and you have Resolute Technique, you will hit it.
unless you are out of sync, which to me personally happens a lot less in Release, than it did in Beta.
if you are using Shift for melee skills, expect to be swinging through the air a lot.
the only problem - and I agree with you on this - is hit boxes are still small on some enemies, but it is a minor problem with only a few enemy types.

you think the game sucks, but you didn't provide any concrete examples and/or definitions of your claims.
I don't care if you fucking give the game 1/10, as long as you do a good review to back it up.
that's my point.
Snapple gave the game 2/10 on Metacritic. I completely disagree with his score, and I only partially agree with some of his claims - but I did read all of it.

you don't do that. but it doesn't stop you, from calling people "fanboys".
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Oct 25, 2013, 6:22:57 AM
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johnKeys wrote:
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jsn006 wrote:
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Burmeister99 wrote:
Are you kidding me the release version is so insanely smoother now and ontop of that the graphic is breathtaking. Im so impressed by the improvements they dont to the graphics


Graphics got better, yes. I never stated otherwise. Enemy AI / pathfinding and that ANNOYING AS FUCK shift attacking missing didnt, at all.

hold your horses next time fanboy, and l2read


let's get a few things straight, Jsn:

- the graphics got better, and - more importantly - they are far better optimized. so are most loading times.

- enemy AI got better. mainly that of new enemies, but some old ones as well.
the best improvement though, was to pack spawn locations and composition. they now make sense instead of "hey let's put an armada of blue Titty Bitches here to Swiss-Cheese the player from off-screen".
GGG even learned to do location-based "sneak attacks" that make your heart sink. giant worms say "hi".
and monsters with interesting attacks are plentiful in the new areas.

- define "path finding". I never saw a monster get stuck in a wall trying to get to you, if that's what you meant. not even in Open Beta.

- if you are clicking on a mob to attack, and you have Resolute Technique, you will hit it.
unless you are out of sync, which to me personally happens a lot less in Release, than it did in Beta.
if you are using Shift for melee skills, expect to be swinging through the air a lot.
the only problem - and I agree with you on this - is hit boxes are still small on some enemies, but it is a minor problem with only a few enemy types.

you think the game sucks, but you didn't provide any concrete examples and/or definitions of your claims.
I don't care if you fucking give the game 1/10, as long as you do a good review to back it up.
that's my point.
Snapple gave the game 2/10 on Metacritic. I completely disagree with his score, and I only partially agree with some of his claims - but I did read all of it.

you don't do that. but it doesn't stop you, from calling people "fanboys".


i never said else about graphics and environmental details

AI didnt get better, its the same shit lol /facepalm ... run to you and do their same animation ad nauseum ... although i'd prolly prefer that to something like shamans in d2/d3 running away all the time .... my point is AI did NOT change ... a new monster with new attack / pattern doesnt mean ai change, its a new monster. get head out of rear plx

a lot of the new mobs in sceptre of god have tons more annoying attacks that they just spam than titty bitches ... freeze pulse, machine guns, arctic breath, fucking lightning traps everywhere, and the mob density there is ridiculous ... would be better if they put titty bitches tbh ... i guess you need to get out of normal and get to cruel and merciless.

as for not hitting with RT ... its not about hitbox, they could be meshed with you, you still dont hit them and have to realign and reshift. all the time, fucking retarded. got used to it but would love it fixxed

D2 OT:
Spoiler
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Queues were added before bots were even a problem. Failed to join was the side effect of something unrelated. Realm down messages related to game rate were added to prevent very quick magic find runs, for both players and bots.

No they weren't the CM of that time even clarified what Realm Down is but the problem is that their forum deletes posts after some time.
Queue 10.000+ were introduced for botters they could stay there for hours.


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Failing to create a game very quickly wasn't aimed at traditional botters. It's just a side effect of a character being locked for a short time after leaving a game. The lock happened after leaving every single game (not 1 in 5) and it was to help stop certain exploits.

No FTJ wasn't a side effect for exploits. You could always kick your character out with a second cd key and join instantly. Failed to Joins were CD Key based and targeted botters creating games almost instantly. How do you think bots did up to 8 pindle runs per minute were possible?
They acted instantly and abused walk exploits such as resyncing themselves once close to the red portal so they needed 3 seconds to enter pindle tp and 3 more seconds to kill pindle.

You don't even have a clue of the exploits of that time. There were rollback/dupe exploits creating server crashes which disallowed you to join games for 10 minutes.
There was importing from open battle.net which was only possible because D2Game.dll was almost identical to the one the Blizzard servers used.

FTJ was solely created to add a counter and anybody who surpassed certain amount of FTJ got banned. Unless you were a player who joined every public game and left instantly you couldn't get banned as a normal player.

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Yes, but it was very limited and quite frankly terrible. That's beside the point though. The point is that there was no anti detection that would encourage bots to do shorter runs until warden was added, and that was after they already made changes to restrict short runs.

Clientless bots were designed to do short runs they didn't care about any limitations because they stayed connected to the MCP Server aka they never were affected by RD.
Blizzard countered that with another input limit known as Failed to join.
The bots you talk about modified memory and could always be detected but Blizzard just didn't care in 1.10.

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They banned cheats prior to 1.10, but not bots themselves. Banning people who duped and used chesthack is a different thing all together. They did not ban accounts that tried to make too many games.

Oh yes then tell me how spambots got banned? They certainly didn't keep gamelogs/chatlogs.
All they did was join a game spam leave and they were clientless.
They did the same in D3 but caught several legit players because the D2 Barrier was quiet high so they didn't even catch 100% of the bots.
Duping didn't get you banned because duping was trivial. Even leveling up Lower Resist to level 36+ and cast it in the cow level would cause a server timeout+crash.

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Cliented bots also had the option of ignoring warden response in return for 45 seconds of carefree botting.

No they did not.
In theory they could but nobody did it.
There was the botterboard "single player" bot getting everybody banned once warden got active.
The modulebots were outdated.
There were pixelscan bots never getting caught.
There was a low reputation guy promising "the pefect way to beat warden"(he didn't even knew what warden was) by paying for /copypasting/begging for/stealing every potential antidetection code resulting in 80% of all massbans.
There was a cat and mouse bot which never got caught but that one unloaded+terminated on warden and used different hooks. That one was the main issue in early 1.11 because it was written by a Korean.

There wasn't a single bot ignoring warden.
Others bots that came to light were later projects and either warden didn't check for them or they have beaten warden.


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But why does it matter that bots are 4-5 times more efficient than the biggest no lifer? It matters because they wanted to preserve the economic integrity of the game. When there is a specific farming technique in PoE that that is 4-5 times more efficient than any other type of farming, shouldn't they do the same thing that Blizzard did and slow down that farming method?

Do you even low how the market looked like in 1.09?
The high end dupe market where dupe was traded for another dupe.
The chip/Pg/um/ist market.

Their economic integrity was named rust storm.

Blizzard never cared about economic integrity which was a reason with the raise of the botterboard in 1.10.

Did they create the Diablo Clone because of integrity or because they wanted to get rid of mass duped SoJ?

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They also reduced the power of the 1.08 crafting recipes when they did that. Ignoring that, isn't GGG doing a very similar thing by making it easier to get a 4 link item? They are also doubling boss drops.

No first of the 1.08 crafts were broken. Only 2 mods decided the required item level.
There were no groups in affix lists so you could roll an amulet like +2 sorc +2 ama +1 barb.
There were several bugs involved resulting mods to spawn which shouldn't spawn on items.
Level reqs of crafts could need over level 100! That got fixed with 1.10.
1.08 crafts are the reason "bugged items" made it into D2 terminology before the first imports happened.

1.08 had too big differences in balance. They only removed some mods from items. Such as small level 82 req charms couldn't spawn with 7-9 max damage anymore.
The level req got decided by the highest mod and they introduced mod groups. They didn't remove any mods. The groups only made it possible you couldn't roll the same group several times. Meaning you couldn't roll a ring because str was in groups of 1-4, 5-10, 11-15 str and 16-20 str resulting in a ring possible having up to 45 (50 on bloodrings) Str in 1.08.

The most 1.08 crafts simply had too many resist rolls because they were most common.



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I'm not sure what type of argument you're trying to make here. Are you trying to say that Diablo 2 was able to have a stable economy even though it had (in your opinion) more rewarding MF runs? Diablo 2's economy was anything but stable, especially in the time period that you're talking about.

2 markets. The constant low/mid tier market.
The high end Dupe market where ith went vs duped WF etc.
If you found a legit high end items you usually kept them.

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I hope GGG reads the negative reviews on metacritic. Addressing those concerns would go a long way to reaching a broader audience. That's why I buy packs in the first place, I want POE to grow.

GGG reacts whenever they like.
PoE Twitch Advertisement gets oneshot by Kole--->50% damage.
Random gets oneshot by fire fury having 75% fire resist-->Who cares.

The game simply must repeat the OB phase again. 4 weeks it looks fine then many players get pissed off by cruel/merciless issues. They should answer it with "it has to be expected".


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I read many reviews on metacritic and almost all the negative ones reasons are almost all simply false. I read someone who said this game was an economy simulator lmao.

He has a valid point.
In CB you had powerful vendor receipes and you didn't have to trade.
Now you only acquire currency if you invest huge amounts of time OR if you sit in trade forum/chat all the time sell some stuff. Buy some stuff and flip that stuff again for economic gain.
A player in my FL did in fact trade far more in PoE than play and he was one of the richest players in HC.

Giving it high end scores is ignoring issues with the game.


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Most reviewers have an extreme early-game bias; they play games for a relatively limited amount of time. Almost no reviewer anywhere is going to play Path of Exile to end-game maps, and the few who do are probably going to write enthusiastic, positive reviews anyway, unless something in the map system itself pisses them off so much that they feel they must reverse their opinion. Even then, it will be one of those "great but with flaws" types of articles. It's the fanboys (to include the ex-fanboys), not the reviewers, who obsess over the quality of the game from a long-play perspective.

Usually games get reviewed by fans of the Genre not being able to act objective or being far too young.
For example Crysis getting high scored. Neither the Nanosuitabilities(remember JC Denton?) were innovative, the AI was weak and only Graphics left.



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So does it really surprise me that Path of Exile is now at a point where there are numerous issues with the end-game, but Normal difficulty is pretty darn polished and awesome? No. Because that's how releasing a game fucking works. You get it ready for the reviewers, because their reviews will make or break your business, and then after the whole review process is over you start getting more pragmatic about late-game concerns. At least GGG had the common sense to expose the Beta to the entire game, including endgame, prior to launch so that the really big issues could be addressed; I understand you have your qualms, but the endgame is at least vaguely resembling a good system, and doesn't have any (or at least not many) D3-style megafaults.

So you think it's Ok to have a good third of the game but the rest has such massive issues it makes players stop the game?
PoE has just as many megafaults, which makes PoE a failure as an ARPG.

If PoE was labelled as MMORPG it would be a different story because it would reduce critic points such as massive time investment or grinding your brains out(one main goal of MMO), slowed down gameplay.
But then the devs should finally call it a MMORPG and stop calling it a ARPG.

As ARPG this game has far too many issues, so it fails as an ARPG.
Most players here don't even know how CB PoE was.
Most players here played several MMORPGs of course they won't give a low score because it would have less issues as a MMORPG.


Labelling a genre offers expectations so it's a big mistake to take more typical elements of a familiar yet different genre.

What would you think if you expect a traditional RPG with a deep story and get a stupid HacknSlash Actioner. Of course it would get a low rating.

What about tactic and plain egoshooter?


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Well, to that guy hating MMORPG's so so much - you should try one.

NO thanks.

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And yeah, i played CB and it wasn't nearly as good as it is today. There were 2 builds, Ice Shot critters, and brutal tanky marauder/templar.

Nope? There were far more different builds but not many players tried out new builds and copied other users.
For example nobody used RF for quiet a long time.


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ot saying they are lying just saying they are either misinformed, stupid or trolling.

"They have a different opinion than me, so they are stupid or trolling"
What kind of argument is that?
I gave it a 9/10. It's so nice to see this game doing good on both Steam (everyday on top 10 played) and on Metacritic (9.1 from user reviews!).

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