Amount of grinding in PoE, compared to Diablo 2

"
Xaxarius wrote:
if something has a 1/500 chance of happening, you should expect to try 500 times before success. Sure, you know that this is not a guarantee, it's a benchmark. But that is the definition of the expected value in statistics.
If you know the shape of the probability density function behind the drop rates, you can come up with percentiles. That way, you could know how many required fusings to be, say, 95% sure of success. That number is probably really high though, and that is what is pissing people off.
I've been playing 180 hours and I have like maybe 20 orbs of fusing. I haven't used any yet, either. I did find 2 5L white chests and 1 5L hammer though :) I just plan on holding on to what I find until a little further into the game, finding stuff and then deciding what I want to do when my gear is outdated.


The whole thing about the statistics is the fact that in this scenario, its not in a vacuum for the drops. If you only have a 1/500 chance to get a drop, people automatically assume somewhere in that 500 drops they will get what they want, when it does not in fact work that way. You could go for 5,000 drops and you still may never see that item with the 1/500 drop rate. Thats how thes chances flow in this game. Yeah, you have a 1 in 500 chance of getting it, but that roughly translates into .02% chance for each drop. Thats a mean little number to depend on for each and every drop.
'It is good to contact a moderator if you feel someone is being a twat' Charan, Forum Moderator

Sometimes, we have to cross a ditch.
Sometimes, we have to cross an ocean.-Rhys, GGG
"
Geertwilbert wrote:
Obviously, this game got a lot of it's inspiration from Diablo 2, which is simply the pinnacle of aRpg online gaming for most people.

Then why is it that in PoE, everything is a HUGE grind to get to the endgame? I really don't get it. Why does it take dozens and dozens of Ledge runs, Piety runs, Fellshrine runs, to get to endgame? How is this beneficial to anyone's game enjoyment? If you ask me, it's boring as hell.

In D2 you could get to lvl 80 in a about a day if you rushed everything. This was a high enough lvl to do all the endgame content. After that, it just was about efficiency and aim for perfection of your character only. And if D2 proved one thing, it's that that's enough! It was actually a lot of fun, in a game where a lot of different character builds are possible, which PoE also is. Who ever played Diablo 2 and thought: "Hmmm... I really wish there was more grinding to 80. This grind is over way too fast."

Let me tell you, 0 people, in the whole world. Efficiency and perfection was enough to aim for. And nobody got bored, if you did, you just tried a new character build. That's how I remember D2, and it was awesome fun.

Who the hell at GGG thought it was a good idea to add a whole lot of Korean style grinding to that mix? GGG claims it want to recreate the feel of games like D2 gave you in the past. But then why do they completely re-arrange something that was close to perfect, and think they know it better? I really don't know how you can come to the conclusion that more brainless grinding is a good thing for your game.

They basically took the Mona Lisa and painted a huge moustache on it.




First problem you have is saying there was an endgame to D2. Second problem is if it takes you "dozens and dozens" of runs to get to endgame, you are a baddie. You can solo run maps at 62 easily...before you even finish merciless.

If you do not like the game, simply do not play. We dont need to hear all your QQ. If D2 was "perfect" go play it and have fun. No one is forcing you to play PoE...hell it does not cost you anything.
"
tinko92 wrote:
"
Zalm wrote:


Ok, you were talking in game currency, which again, you dont have to pay for. If you cant keep your own map pool up by simply doing maps, you must not be doing something right. I have tons of maps and everytime I do a map, I get like 2-3 more out of it. I have a stash tab nearly full of nothing but 70+ maps and I'm thinking of just merging them to 75+ maps to cut down on my space.

And as I said to someone else, if you dont like grinding, why do you play an ARPG?


What a pile of shit, sorry...

What am I doing wrong if I didn't get over 10 refunds in 78 map until now, and I've used 100+ till this very day.

What am I doing wrong when I roll a map of 140% IIQ and get zero maps while someone puts a 50% IIQ map and gets 6 maps?

Please, don't embarrass yourself.

The maps are the UTTER SHIT in this game, where you have to waste your currency to level efficiently if you're unlucky in getting constant drops.

Bunch of shit and I would like to ask someone who thought of it, why? Why making a basic leveling process a luck dependent process?



if you don't like the game, why are you still playing?
While I agree with most of what you say OP, I don't think your definition of end-game is quite right.

In essence, what GGG should want to encourage is for players to experience as many play-styles as possible, and to maintain a sense of progression. This can't be done without encouraging players to re-roll, letting players experience both a new build and a start over on progression so they don't hit the end-game grind wall (which pushes people to trading, hence all the SFL talk).

1. The game should have less grind towards milestones which make builds feel complete(which are 5L/6Ls, uniques, and soloing top maps). Once players reach a milestone, re-rolling feels like a well-earned privilege. Lowering the grind threshold also encourages build creativity, since your less-than-optimal-but-fun build won't require heavy grinding to compete.

2. The game should make the re-roll experience more varied. A new character shouldn't experience the exact same content during progression. Races enable that, but they don't work for new leagues. This should be changed, by letting players choose which league their race character gets placed into (outside of void league races).

3. The game should have as many viable builds as possible. Balance is a thing GGG should constantly look at. Even if it's easier to reach end-game, sub-par skills and uniques should be adjusted.
Last edited by Novalisk#3583 on Dec 25, 2013, 12:03:32 PM
-1 to almost everything i read here. Game design and amount of time you need is GOOD and needs no change at all.

Report Forum Post

Report Account:

Report Type

Additional Info