So all the 'whiners' on the forums are...

"
GolbezFF4 wrote:
If your game is fun, people will play it, regardless. This whole mentality of "If people get x,y,z too fast will quit" is retarded. People played Mario 1 for years without getting bored. People played D2 for more than a decade without getting bored. These games were fun, if your game is fun, people will play it.


Spot on. It amazes me the people that say this too. Usually the ones that obtained x,y,z ages ago via poe.xyz, but still haven't quit.

"
GolbezFF4 wrote:
"I'm not going to make an unfun, grindy, unrewarding game. I'm going to make a game where the player gains 500lbs because he or she kept eating the carrot" - Bill Roper, producer of Diablo 2 at a university of game developers in 2006.


QFT
"
GolbezFF4 wrote:
"I'm not going to make an unfun, grindy, unrewarding game. I'm going to make a game where the player gains 500lbs because he or she kept eating the carrot" - Bill Roper, producer of Diablo 2 at a university of game developers in 2006.


QFT
"
Nithryok wrote:

My solution would be to implement a exchange system for uniques. As example you got your character to lvl 70, you can exchange you lvl 70 character for x unique item. You could have different tier of this. As example, voltaxic, soultaker, shav's, koams, could be lvl 80 exchange.
While lioneye, bor, and other lesser still powerful uniques could be lvl 70. You could even add rares into the mix that have X mod's on them up to 2 for crafting purposes.


This is probably the greatest idea I've read on this forums.
It would be enable replayability to huge amount. Cause you can always change your finished chars into build enabling uniques you want to try. If the build sucks, dump the char, get new unique, roll again.

Nice one. And this would be high rewarding.


Lets massmail the support staff of GGG with this message:

"
GolbezFF4 wrote:
"I'm not going to make an unfun, grindy, unrewarding game. I'm going to make a game where the player gains 500lbs because he or she kept eating the carrot" - Bill Roper, producer of Diablo 2 at a university of game developers in 2006.

Last edited by Banev#5008 on Jan 13, 2014, 5:08:21 PM
"
Banev wrote:
"
Nithryok wrote:

My solution would be to implement a exchange system for uniques. As example you got your character to lvl 70, you can exchange you lvl 70 character for x unique item. You could have different tier of this. As example, voltaxic, soultaker, shav's, koams, could be lvl 80 exchange.
While lioneye, bor, and other lesser still powerful uniques could be lvl 70. You could even add rares into the mix that have X mod's on them up to 2 for crafting purposes.


This is probably the greatest idea I've read on this forums.
It would be enable replayability to huge amount. Cause you can always change your finished chars into build enabling uniques you want to try. If the build sucks, dump the char, get new unique, roll again.

Nice one. And this would be high rewarding.

That's one of the worst ideas I've seen.
Some of us don't take months to level a character. I can go 1-70 in two days, maybe one if all I did that day was play PoE.
Many lewt.
Much desync.
Such rewarding.
Wow.
According to forum mods "sandwich" is considered an offensive word. Who knew?
It's also a bit morbid.
I sincerely think it is the constant stream of new content added that is giving you guys the illusion that the game is shit. There is always that next patch with new skills and new uniques to look forward to, that future new chapter we'll get, etc. etc.

In Diablo 2 you had much less support - 1 expansion and a bunch of patches, most of which didn't even add content - that allowed for solid builds to settle, items to have precise value, there were the things like Natalia's set, those items everyone knew. Not that they're lacking in PoE, but it is constantly changing and can't settle, unlike Diablo that changed only a few times since its release... the design policies that govern the two games are totally different just because of that. Because PoE needs to change, it is in the core of the design of the game.

Maybe they can slow down the introductions of new skills and items. Introduce them all with the start of a 4 month league, along with a new act. That way - there has been 4 months for the game to settle, then you have a new cycle starting, bringing in A TON of changes to keep everyone excited again. The idea is to move to a more expansion-like updates, instead of the current bits of new content we're getting right now.

That is my two cents how to make PoE greater. However, I think it is a completely amazing game regardless. I am sincerely happy PoE exists.
Games were better when devs didn't listen to player feedback.
"
xXx_EliteHardcorePro_xXx wrote:
Closed/Open beta supporters. Many have donated $200 or more to the game, and have completed multiple challenges as well as having many lvl 80+ characters

Meanwhile GGG still condescendingly dismisses community feedback as noob-wishes after a year and a half.

How long do you think it will take GGG before they realise they are not divine dev gods and their game is filled with problems?


GGG made it clear that they don't give a damn about casual players or what casual players think. They will only change something in the game IF:

A) Chris decided that it needs to be changed.
B) If the thing that came up made the game (In their opinion) "too easy" EG: Old RF build
IGN: Jarengax
Last edited by Jarenga#1275 on Jan 13, 2014, 11:00:26 PM
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RobotPanda wrote:
I sincerely think it is the constant stream of new content added that is giving you guys the illusion that the game is shit. There is always that next patch with new skills and new uniques to look forward to, that future new chapter we'll get, etc. etc.

In Diablo 2 you had much less support - 1 expansion and a bunch of patches, most of which didn't even add content - that allowed for solid builds to settle, items to have precise value, there were the things like Natalia's set, those items everyone knew. Not that they're lacking in PoE, but it is constantly changing and can't settle, unlike Diablo that changed only a few times since its release... the design policies that govern the two games are totally different just because of that. Because PoE needs to change, it is in the core of the design of the game.

Maybe they can slow down the introductions of new skills and items. Introduce them all with the start of a 4 month league, along with a new act. That way - there has been 4 months for the game to settle, then you have a new cycle starting, bringing in A TON of changes to keep everyone excited again. The idea is to move to a more expansion-like updates, instead of the current bits of new content we're getting right now.

That is my two cents how to make PoE greater. However, I think it is a completely amazing game regardless. I am sincerely happy PoE exists.


I think there are many reasons for that. For one, the droprate does feel lacking for many people. Also the number of uniques that can define a build is (still) quite low, and many of them are very rare.
But there is also what you said, giving you the feeling that PoE is in motion while you are not.
Then there is the skilldrasil which can be complex enough to make you not see a build although you might have the necessary gear for it, making you not see that gear as something particularly notable.
Then there is the gap between some crafting orbs' value as currency - due to their rarity and potential usefulness - and their actual usefulness. Not to forget that drops for a crafting system that relies heavily on RNG can never be as satisfying as drops for a deterministic system.
Then there is the difficulty, sometimes giving you the feeling that the risks you take are not properly rewarded.
There is the small inventory too, forcing you to either leave stuff behind or waste time portalling in and out - and identifying the stuff -, or the fact that the more people join in on a map run, the less loot you can carry home.

It all can combine to a feeling that the system is against you and that you can never really master the content, all the while you do see that it works for others, but seemingly only to those who employ a very specific playstyle.
Last edited by Jojas#5551 on Jan 14, 2014, 2:10:55 AM
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Jojas wrote:
It all can combine to a feeling that the system is against you and that you can never really master the content, all the while you do see that it works for others, but seemingly only to those who employ a very specific playstyle.

No lifing the shit outa PoE with a MF'er makes baby Jesus cry.
Many lewt.
Much desync.
Such rewarding.
Wow.
According to forum mods "sandwich" is considered an offensive word. Who knew?
"
Robert_Paulson wrote:

No lifing the shit outa PoE with a MF'er makes baby Jesus cry.


Yes, and trading of course:

"
And making a whip of cords, he drove them all out of the temple, with the sheep and oxen. And he poured out the coins of the money-changers and overturned their tables. And he told those who sold the pigeons, "Take these things away; do not make my Father's house [1] a house of trade.



[1] His Father's house = Diablo 2

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