1.0.0f Patch and Data about League Distributions and Map-only Uniques

Chris said on Reddit that by "end-game maps" GGG meant just any maps. This is a big FU to many players.
I myself would stop playing if the game wasn't so damn good otherwise (despite just 2 days ago dying to a stupid loading screen). The reason I say this is that they've removed every goal I've had for the game. MF, shav, low life, etc. I will never be able to find or buy any of these items now because they will probably be even more expensive than ever before.

As for finding them myself - that's not happening seeing how PoE brings me down to 10fps on average in parties, can't play high end maps with that on Nemesis (which is in part my fault for the hardware I have, but still - the game should be running better on it than it is).

I'll just play more casually from now on it would seem, can't achieve all the goals left from Onslaught, can't think of any. At least none that are build-item dependant. FML.

I would love to see the reasoning behind this ilvl separation, especially one that is above ilvl72. How do they think this makes the game better, what problems do they solve with it? How does removing 99.9% of the playerbase from certain items (and consequently builds) a good thing?
IGN: MyOtherRangerDied // DontBeStupidAndDieAgain // GenericSporkerWitch
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Aux wrote:
I've responded a couple times to this thread thus far. At first glance it sounded like the gating of these items was a good idea, as did most others--if you judge that by that fact that there was no outburst when it was first announced in the 1.0.0 patch notes that high end uniques would be found in maps only. People agree that maps should be the best place for the best loot.

After reading all the comments and discussing it with Hegemonica, here are some points I would like to put out.

Readability
I don't know how many times the subject of showing ilvl on the item tooltip has come up throughout closed/open betas. Each time it was met with GGG resistance that it was too confusing. The difference between required level to equip and item level was too confusing for players to understand, thus is hidden behind a /itemlevel command.

How is causing even more confusion that certain uniques can only be found at arbitrary item levels--that have no correlation to the level requirement--any more clear? Obviously a rhetorical question; it isn't. The items levels assigned besides the highest tier (78) seems rather rushed and not very well thought out. There is a startling lack of Soul Taker and Bringer of Rain, and the perplexing inclusion of Divinarius and Mon'tregul's Grasp.

The Wall
Everyone knows exactly what this is. I don't have to go into much detail as it's been laid out in black and white for the past months on end discussing how horrible the system of attaining and sustaining high level maps is, with many ideas of solutions to fix it.

Why then has seemingly nothing been done about it? This is a question I can't quite seem to come up with any reasonable, logical answers. It's baffling really. Party play is great, trading is great. So is playing alone. I've done both, for a very long time. I have multiple level 90s across many leagues and have given every penny I can scrounge in support of the vision GGG has had for the game. RNG is not fun when it is the only thing restricting my progression in the game when I am doing everything else right. I have found 2 77s in my entire time playing this game. The skill ceiling for PvE in this game is extremely low. The reliance on nothing other than blind luck is so absurd to the point that it is comical when I think about it.

I have no motivation at the moment to step into the Eternal Laboratory and insert another map. The amount of currency and time I have to spend just to have the chance of getting into a map that has a chance--if you can even call it that--of one of the top tier uniques dropping seems equivalent of winning the lottery, then buying lottery tickets with all of your winnings, and winning the lottery with each of those tickets. Chance is what motivates me to play this game. The chance that I am going to get something for my time spent. Right now, I feel like the chance is so slim it's non-existent.

The Future
Having spoken with many of the employees at Grinding Gear, even playing with some I am fairly confident that these numbers will change, and with a quickness. I think they are level headed enough to realize when they made a mistake this detrimental to the game.

But what if it doesn't? Well I don't really know what to say. I am teetering right now between a feeling of complete frustration and regret. It's hard to put into words what decisions like this came make on players' psyches. I can't really in good conscious recommend this game to any of my friends in real life as I know they will have no chance and quit in frustration when it comes time for what should really be fun (end-game). I really want to play this game, I have never played anything nearly as appealing to me as a gamer, and likely never will again, but if these changes are going to stick, I think I need to think about spending my precious time doing something more productive.

-Signed a Proud Diamond / Eternal Supporter


+1 in.every.f..point!


legacy fiasco was a sign of things to come - and here they are
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Aux wrote:
Readability
I don't know how many times the subject of showing ilvl on the item tooltip has come up throughout closed/open betas. Each time it was met with GGG resistance that it was too confusing. The difference between required level to equip and item level was too confusing for players to understand, thus is hidden behind a /itemlevel command.

I've never understood this. Just how stupid does GGG think gamers are these days?
This thread isn't the best place to make the case that gamers aren't stupid. With that being said, I think they should add an option to always show ilvl that is disabled by default. Informed players are capable of determining item level as it is though, so they might not view it as a high priority.
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Last edited by Bex_GGG on Nov 6, 2013, 6:28:13 PM
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Wisdom wrote:
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Aux wrote:
Readability
I don't know how many times the subject of showing ilvl on the item tooltip has come up throughout closed/open betas. Each time it was met with GGG resistance that it was too confusing. The difference between required level to equip and item level was too confusing for players to understand, thus is hidden behind a /itemlevel command.

I've never understood this. Just how stupid does GGG think gamers are these days?
This thread isn't the best place to make the case that gamers aren't stupid. With that being said, I think they should add an option to always show ilvl that is disabled by default. Informed players are capable of determining item level as it is though, so they might not view it as a high priority.


GGG - please hire someone less obvious for damage control next time
Man, my heart sunk when I read these notes. Then I realized, I have most of these things already in standard! Then I realized how much they will now be worth! Then I realized I can sell them, take at least a month off of work, and go find a new game to play! Thanks for paying the rents, fellas.

In all seriousness, I was OK with the map system. Even though RNG bent me over time and time again, at least there was the loot hunt. Now that is gone as well. Surprisingly quick cure to my PoE addiction.
Anarchy/Onslaught T shirt
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Worse than Warframe.
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SNORLAXIO wrote:
Got a response from Chris regarding these changes.



LOL
I am the world's best path of exile player, I strong I kill all monster with amazing power
Time to take a break, I guess.
This is the beginning of the end of this game.
Population increase and RMT explosion, This game will be like D3 soon.

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