The reason for the low level of active players in Path of Exile
" What Oo? I just asked where he gets his numbers from. There must be a big research behind this to really put out numbers or he has it from GGG? Or what I think, this attention whore made it up because he is pissed on himself and blames the game and to be a better blamer he rolled the dice and got this imaginary number. Serious TE how did you get the number? Why you should try Harcore http://www.pathofexile.com/forum/view-thread/209310/page/1 Last edited by tadl#0113 on Jan 22, 2014, 5:39:51 PM
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" Yes, you misunderstood. I play SF and endure RNGesus on a daily basis trying to progress. No weaksauce for me please :). Not trying to insult traders, but they are actively bypassing the RNG of the game. that's just true fact's. Freedom is not worth having if it does not include the freedom to make mistakes
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Most players don't even kill brutus, I don't know how to associate drop rates and "rewards" with that.
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" Just to respond to this point. Did you realise what you just wrote, replying to my points why the game model is self defeating? So if you don't play much you get nowhere and quit because it is difficult to compete in the shoPvPing with those who do play a lot. If you do play much you get bored quick. So again, the only people this game has a chance to appeal to, long term, are those it actively discourages. Casually casual. Last edited by TheAnuhart#4741 on Jan 22, 2014, 5:53:40 PM
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The idea I keep getting is to implement a somewhat not-so-random loot system.
Instead of relying on pure RNG to loot good rares, good uniques and currency items, you should have some assurance to get something decent once in a while. With the current system, on average, let's say players recieve an Exalted Orb every 30 hours they play, and GGG is happy with that. The problem is that an unlucky portion will get none in 300 hours+, the lucky ones will get much more than one and only a few players actually match the average. So the idea would be to have some sort of incremental hidden Increased Item Rarity that resets when you end up getting a fine drop. The "fine" drop could go from a Divine to a Koam's Heart e.g., keeping high RNG involved, but not too much as it is right now. The same could go for the chances to 6S or 6L an item: the more you use the item, the more chances you get to reach high number of links/sockets (the increment doesn't have to be super high, but spending 5000+ fusings on an item is hardly fun). I love PoE, but the it is capable of bringing so much frustration sometimes that this become really annoying. I certainly don't want this awesome game to lose its complexity, but less frustration is definitely not bad when it comes to playing games and seeking fun times. Some kind of guarenteed success is really something that can give people incentive to keep playing, I hope GGG realises this. |
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" Isn't trade here because of that? Last edited by tinko92#6447 on Jan 22, 2014, 6:35:49 PM
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" RNG is fine, luck/unlucky is fine, if there is one thing I agree with Chris on, it's that this type of game would be extremely bland and boring without RNG or with guarantees. The problem is, and this is where GGG contradict themselves, every single point of RNG can by design be circumvented through wealth. All the things GGG say should be rare, hard to get, etc. Chaining final tier maps. Respecs. Uber uniques. BiS perfect rares, via eter-ex and mirror. 6 Links, merely purchased directly or via lottery. It is because it is possible to circumvent the RNG, that the RNG is so harsh, make it slightly less easy (or more expensive, really) to circumvent and in doing so just make it so much more harsh if not going that route. The only guarantee I would like to see is something like every(?) map boss drops a chisel an alc and a chaos. As maps require usually at least 1 or several of these and that 2 of the 3 have a use in crafting, it's absurd that a map cleared in its entirety will drop less than this. I mean, even if you got lucky and had a streak where you gained more than you used, there's famine just around the corner and hell, let's craft some of the whites that drop. " I'll respond to the 6 link entropy point as I always do. NO For the simple reason, when throwing fuses on an item, then looting another item I'd rather be linking, I do NOT want to be in the situation where I'm in entropy on the less desired item and starting a fresh on another. Similarly, I can be attempting to link several items for different characters at the same time. Whichever I feel is most important at the time. Entropy would mean I remain on the same item until it links, it takes away from the loot find RNG that these games are about and puts it even more in the shopping guarantee instant gratification camp. I guess you can expect it next patch, then :( Casually casual. Last edited by TheAnuhart#4741 on Jan 22, 2014, 6:53:47 PM
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Everyone asking for guaranteed drops needs to learn a little bit about psychology and variable interval rewards.
The best thing they could do is up the quality of random drops, but that has its own issues. |
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" You just don't get it. If you trade for everything the drops mean nothing. If you CHOOSE not to trade, the drops come at a reasonable pace. You just learn to make things work with less. Its a cool way to play! You cant have trading and find upgrades at a reasonable pace. Just for try for see and for know -2013!
She corpse exploded the corpse of the boss... |
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" Until you hit end game. Try finding a weapon for your build that's 40% of BiS. Just 40% of what else is out there. Good lucky finding a weapon for your Ground Slam/Heavy Striker without trading. Even with trading, it's a joke. |