So frustrating that the same mistake is repeated in every D2 clone

"
Boem wrote:

It's working like intended, the only people happy with a low lvl unique drop are the racers imo, and even then it depends on what unique you get.


If this case, so fine. At least make it rewarding for endgamers as well. Why reward some starter a lot, but not for hard workers?

Btw, I'm not referring to only uniques, but rare ones as well.
An ARPG can only sustain long-term players if there is grinding. The easier you make leveling and the more generous you make drops the quicker players will exhaust content and leave.

As it stands, you don't need perfect gear to do endgame content. A few weeks of casual play can yield a build capable of doing endgame maps, but the gear/level will not be anywhere near the maximum. This is perfectly acceptable.

This system exists on spectrum. You can make drops better/easier to get, but you NECESSARILY reduce the lifespan of the game in doing so.

I think GGG has itemization at the perfect level. You can reliably get to endgame content with fairly minimal investment, but you're still left with months of optimization before you can perfect a build. New players are capable of rising with work, and old players have content to work on.
IGN: Dominion / Clamor
"
Fireknight wrote:

I think GGG has itemization at the perfect level. You can reliably get to endgame content with fairly minimal investment, but you're still left with months of optimization before you can perfect a build. New players are capable of rising with work, and old players have content to work on.


I don't understand why you are saying it's at the perfect level. I promise you most endgamers might have to struggle for 1k or more hours to find any good for them.
I wish I was POE expert after only one play through. -_-
Never wrestle with a pig. You'll only get muddy, and the pig likes it!

Never argue with an idiot. They'll bring you down to their level, and beat you with experience!

"De plumber fixes de sync with de wrench." - Robert_Paulson
"
Fireknight wrote:
An ARPG can only sustain long-term players if there is grinding. The easier you make leveling and the more generous you make drops the quicker players will exhaust content and leave.


Yet this game is modeled on D2, which had the most liberal drop rates and easiest content ever, and still has more people playing than PoE a decade later? Your logic is flawed. The point is to constantly be playing new end game viable chars, not grinding 3k hours to build 1 badass mf char. Honestly, the game can't be bleeding players any faster, so they need to do something. This system is terrible.
"
nGio wrote:
"
Fireknight wrote:
An ARPG can only sustain long-term players if there is grinding. The easier you make leveling and the more generous you make drops the quicker players will exhaust content and leave.


Yet this game is modeled on D2, which had the most liberal drop rates and easiest content ever, and still has more people playing than PoE a decade later? Your logic is flawed. The point is to constantly be playing new end game viable chars, not grinding 3k hours to build 1 badass mf char. Honestly, the game can't be bleeding players any faster, so they need to do something. This system is terrible.


People play d2 for the duelling.... idk what you're on about.

It has nothing to do with playing the game, very few people actually play pvm in d2 any more.

The ones that do only bot to find stuff to sell so they can buy pvp gear.

In essence it is the duelling that has kept d2 strong through the years.
Never wrestle with a pig. You'll only get muddy, and the pig likes it!

Never argue with an idiot. They'll bring you down to their level, and beat you with experience!

"De plumber fixes de sync with de wrench." - Robert_Paulson
Last edited by GodlyMe#1920 on Jan 20, 2014, 4:51:35 PM
"
terrex wrote:
Most uniques actually aren't that rare and you basing your play experience on uniques dropping is pretty sad.


Well if that is what he finds fun and keeps him playing then where is the issue? Besides the fact of which he stated? This is the problem of all games, they and people like you try to tell us what "WE" find fun, and what will keep us playing and supporting......as I have recently quit again, due to end game mapping system or lack there of rather..so just let other people decide what you find fun and entertaining, let's see how long you last lol... Same out look as d3. And wee where it's gotten them
"
GodlyMe wrote:
"
nGio wrote:
"
Fireknight wrote:
An ARPG can only sustain long-term players if there is grinding. The easier you make leveling and the more generous you make drops the quicker players will exhaust content and leave.


Yet this game is modeled on D2, which had the most liberal drop rates and easiest content ever, and still has more people playing than PoE a decade later? Your logic is flawed. The point is to constantly be playing new end game viable chars, not grinding 3k hours to build 1 badass mf char. Honestly, the game can't be bleeding players any faster, so they need to do something. This system is terrible.


People play d2 for the duelling.... idk what you're on about.

It has nothing to do with playing the game, very few people actually play pvm in d2 any more.

The ones that do only bot to find stuff to sell so they can buy pvp gear.

In essence it is the duelling that has kept d2 strong through the years.


Actually not true the more currency and gear opens up limitless opportunities for them to refill and craft how they so choose, not by forcing them to grind for years, with no reward lol you're thinking is severely flawed as is ggg and peoples like you
"
nGio wrote:
"
Fireknight wrote:
An ARPG can only sustain long-term players if there is grinding. The easier you make leveling and the more generous you make drops the quicker players will exhaust content and leave.


Yet this game is modeled on D2, which had the most liberal drop rates and easiest content ever, and still has more people playing than PoE a decade later? Your logic is flawed. The point is to constantly be playing new end game viable chars, not grinding 3k hours to build 1 badass mf char. Honestly, the game can't be bleeding players any faster, so they need to do something. This system is terrible.

d2 has more players than poe, k bud
Last edited by artojas#0219 on Jan 20, 2014, 5:04:24 PM
"
Fireknight wrote:
An ARPG can only sustain long-term players if there is grinding. The easier you make leveling and the more generous you make drops the quicker players will exhaust content and leave.

As it stands, you don't need perfect gear to do endgame content. A few weeks of casual play can yield a build capable of doing endgame maps, but the gear/level will not be anywhere near the maximum. This is perfectly acceptable.

This system exists on spectrum. You can make drops better/easier to get, but you NECESSARILY reduce the lifespan of the game in doing so.

I think GGG has itemization at the perfect level. You can reliably get to endgame content with fairly minimal investment, but you're still left with months of optimization before you can perfect a build. New players are capable of rising with work, and old players have content to work on.



Actually not true the more currency and gear opens up limitless opportunities for them to reroll and craft how they so choose, not by forcing them to grind for years, with no reward lol you're thinking is severely flawed as is ggg and peoples like you.

Yes itemization is perfect but maps/endgame/ lv 0 uniques dropping in lv 75 maps is ridiculous, as well as the currency drop rates 1 chaos every 2-3 days is fucking ridiculous especially in a 4 month league rofl. Ggg just let shit happen a lot more people come back and STAY I know I would but as for now I've quit yet again due to bullshit reasons stated above

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