SRSLY! Whats going on with poe end game!!

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AntonChigur wrote:
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Nephalim wrote:
Honestly, maps are too easy to maintain right now. I expect a stealth nerf within the next 2 days.


oh please, its hard as hell mantaining maps lvl 70+

or even 69+ for that matter. I haven't seen a higher level map drop in a while now, at least 10 maps. LvL 86 and doing 68 maps because that's all I got. A week ago, I went 14 rare maps in a row without a single map drop.


even 70 maps are only a chaos a pop right? I think at level 86, a humble investment like that would be feasible.

Within a combined rotation session of about 12 hours, I have managed to maintain a pool of 10 or so 77-78 maps intact. Literally net 0 over that time span. This is remarkable as pre patch I would generally fluctuate wildly, +6, -4 etc and sometimes running out completely.

I must note that the quantity and habitation now seem to play a VASTLY larger part in determining map drop chances and as a result I have used very high standards for maps.

for example:

I have used as many as 10 chaos on some of them to ensure optimal rolls.
IGN: Arlianth
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Last edited by Nephalim#2731 on Nov 30, 2013, 9:57:47 PM
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For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
Last edited by Henry_GGG on Nov 30, 2013, 11:28:29 PM
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Last edited by Henry_GGG on Nov 30, 2013, 11:28:18 PM
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ScrotieMcB wrote:


Contrary to what Destructodave says, I think you haven't been paying attention in class. This is kind of like saying Pavlov's dogs stopped salivating eventually because ringing the bell required no effort on their part. You are right about one thing though: the structure of itemization demands diminishing returns at high level; this is an inescapable fact.

If a dog had unlimited food always available, he would stop salivating when the bell was rung. Your analogy seems flawed. And i think you have dismissed my aptitude in class too quickly. Dean's list, baby. Biology(Medicine),Computer Science(programming/networking).


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ScrotieMcB wrote:

As gear approaches perfection, the chance of getting an upgrade diminishes; this effect becomes noticeable a good distance away from what many players envision as their "final build." The result is that dopamine is released less and less often, when previously it was released frequently, and withdrawal symptoms start to set in. Similar experiments with monkeys in Skinner boxes has shown that messing with the monkeys' reward (fruit juice), whether late or diluted, would lead to "anger and depression." Sounds like forum QQ to me.

This is where I diverge from the linked article: What a good ARPG does is what a good slot machine does — obfuscating whether one has been rewarded or not. Have you ever noticed how slot machines give you one result at a time, so that you can see BAR and think you're going to win, then see BAR again and get really excited... then get a grapefruit or some shit, and get nothing? A good ARPG does the same thing, but even more drawn out: you see monsters to slay, so you think you might win; then an unidentified item drops, and you still think you might have won; then you identify the item, and it looks like it might be good, but you're not really sure how usable it is.

When any one of those systems fail, it starts to fall like dominoes; if you know precisely what affixes/uniques are best, then you start to know that certain items can't have those affixes, and you no longer get excited by those drops; when you know that certain items can't have certain affixes, you start to look at slaying certain monsters as a waste of time.

In this situation, ignorance is bliss. Leave the monkeys confused as to how diluted the juice is, or even how concentrated it was to begin with. The more the system is obfuscated, the more the BAR-BAR-??? system works; the more you understand the exact procedures which are rewarded, and which are not, the more upset you become when RNG fucks you over. Such an ignorance turns a deterministic system — or at least what the user believes should be a deterministic system — into a chance-based one which is appreciated as a chance-based system. That is the real application of Skinner Box style psychology to this situation.

How to do this? Balance — very thorough balance. Make it unclear which builds are best, make it unclear which items are best for each build, make it unclear which prefixes/suffixes are Top 3 for the items which are candidates for being best; make it unclear which areas are the best to farm, make it unclear which monster types drop the most/best items, make it unclear which monster affixes are the most dangerous; make it unclear whether farming is better than trading, make it unclear whether gambling with currency is better than trading it away. (Diablo 2 did a rather good job at most of these tasks.) The more obvious the "best practice" becomes, the more the system is demystified, and the more angry the monkeys become.


Ill agree with the vast majority of what you say, but...
Obfuscation isnt the only solution. Increased dynamics is the preferred method in my mind. Increasing the effort and attention required helps reduce the rate of extinction. This is especially true for more evolved brains, humans(or at least some humans)
For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
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SkyCore wrote:
Increased dynamics is the preferred method in my mind. Increasing the effort and attention required helps reduce the rate of extinction. This is especially true for more evolved brains, humans(or at least some humans)
I agree, desync does need to be fixed.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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Back on topic: The map system is eerily similar to release inferno, where only the lucky few really get to participate. Get lucky RNG? You can brag you have a million maps and can keep them sustained all day long, just like the people who rolled demon hunters and sorcs rolled the RNG lottery and were the only classes capable of doing anything past act 1 inferno.

We all know how popular that system was, and its pretty similar to the map system in PoE; except act 1 inferno is 66-68 maps for us barbs and monks.
Last edited by Henry_GGG on Nov 30, 2013, 11:27:57 PM
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Wth, I don't recall saying anything to warrent erasing my post.

If you are going to swing the Heavy Hammer, how about PMing me about it? At least then I'll have a clue ... and perhaps not anger the mods again in the future.

Sheesh.
BLAMT!
Last edited by Zelpo#5887 on Dec 1, 2013, 2:26:17 AM
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For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
Last edited by Henry_GGG on Nov 30, 2013, 11:27:18 PM
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boboglum wrote:
People that complain about lack of end game do it to themselves in my opinion.

You see, I'm looking forward to act IV & beyond. I'm not the type of personality who has to have full end game content right at this moment.

I've never even dipped into maps much. I may be "casual" when it comes to the amount of time I've played PoE but I play on hardcore modes exclusively. I'm not in a terrible hurry to play the game completely. It'll happen eventually.

Perhaps when act IV is officially out, I'll make more effort to roll maps but as of right now I just spend time leveling characters to around the level 70 mark.

People who complain about lack of end game will never be satisfied, because they want it all NOW. They aren't willing to wait. No point arguing with these types of people, unless you enjoy getting into arguments on the internet.

Keep up the good work GGG.


Gating the ability to do endgame is one thing; gating the ability to even get it is another.

The endgame should be harder to do, as in, tougher maps and map bosses, larger gear checks, whatever. Not and endgame revolving around RNG to even be able to participate. The game is RNG enough with items; even being able to attempt it is going a little over the top.

You dont actually feel like you are working up towards anything. You have the gear; you can crap on maps like no other, but you cant find the damn maps to crap on said maps. That is frustrating to the 9th degree. I honestly believe it would be better if maps were easier to maintain, but far harder to complete. Then, at least you would feel progression, knowing you could farm, for example, 72s knowing you will eventually have a character good enough to farm 73s. Right now, most people can farm high 70 maps easy, they just cant get the maps to do it.

Basically, it just doesnt feel like progression of any kind. Just feels like one big F-you RNG battle to the death.
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Last edited by Henry_GGG on Nov 30, 2013, 11:26:47 PM

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