The most overused strawman on these forums: "RNG is RNG"
"RNG is RNG" usually misses the point, and complaining about the phrase does, too.
Dry patches are a result of RNG, and debating whether or not 50 hours or an individual person's experience mean anything is tedious. They don't, but that's not the point, either. They all miss the point because the dissatisfaction and the feeling of not getting rewarded are not fundamentally rooted in the random aspect of the game. The core issues are different and only marginally related to RNG. To list a few: - Probabilities: The chance to get 6L (6S as well) is too low, so the needed amount of fuses has a too wide range. You may need 1 or 20,000 orbs to get the desired result. (The drop rates of J and F orbs are inappropriately low for this design.) - The pool of possible mods for high ilvl gear is too large and not biased enough: You get too much junk because the probability to get matching or even useful mods is far too low. (The drop rates of the related orbs are inappropriately low for this design.) - Bosses and mobs have too large treasure tables: You get low level uniques from high end bosses and can't reliable narrow down where you farm. As a result, you feel like you never get anything good because you have no real control over what you might get. Sockets potential aside, it isn't fun to get the same unique on a level 78 map that you got on the beach at level 3. (The drop rates of high ilvl uniques are inappropriately low for this design, and there is too much niche/junk cluttering the treasure tables.) So, it's not about RNG. It's about the design. | |
" How are the "core issues" you list in any way a product of anything other than your individual experience? - 6s/6l is, by design and intent, hard to get. This is because of just how insanely powerful 5L and 6L skills can be. The game was not, repeat not, balanced around 6L skills. It is stupidly easy to 4L, which, as I understand it, was the balance point for skills/support. This is working as intended. Most children get frustrated when they don't get what they want, and typically take for granted that they have what they need (and generally a bit more). - Exceptionally well-rolled rares are, as the name implies, rare. Again, the game is not balanced around having max tier rolls on the highest base items. - See the above for response to loot table argument. Same arguments apply. You come very close to awareness with "They all miss the point because the dissatisfaction and the feeling of not getting rewarded are not fundamentally rooted in the random aspect of the game." but fail, IMO, to take the next step and admit that the frustrations are rooted in what may or may not be unrealistic expectations on the part of the player. You then go on to detail that you expect to have access to 6s/6l, "better" drops, and high end uniques and pass off those arguments as "objective truth" (quoted to display that the term does not apply in your situation). You are right about the design, the design is to frustrate those players that expect anything more than "the unforgiving world of Wraeclast." If GGG had legitimately given us reason to expect something more than that, then these arguments might hold water. |
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" It isn't "an experience" that high level mobs have loot tables that include uniques that drop at the beach in normal. It isn't "an experience" that you can alch/etc a high ilvl item and get +2 Light Radius or +3 Physical Damage Reflected. It isn't "an experience" that the probability to get 6L per fuse is extremely low. You can verify each of these design aspects. | |
Essentially i agree to most points Mivo. Usually i compile those point you made as drop rates, but it would be more accurate to call them reward rates.
It is posts about that which are often dismissed and thought attacked with "RNG is RNG". I am the light of the morning and the shadow on the wall, I am nothing and I am all.
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" This is why it's pointless engaging such people as sinnesteuer on this topic. He simply doesn't 'understand' the 'problem'. Someone who understands the topic could not write this statement. And, yes, I pull one sentence out and ignore the rest, because the lynchpin of his entire BS is this one statement. It is from this statement that all the meaningless insults and theoretical pseudo-philosophy stems from. And it's a completely incorrect statement. 6S/6L are NOT, by design, hard to get. They are, by design, randomly selected. Someone 'getting lucky' and fusing a 6L in a handful of fuses is NOT hard. And yet the game permits this to happen. If the mechanic permits 'easy', how can any statement saying the mechanic is 'hard' be correct? It cannot. As for the child analogy - deny a child something and they will be upset - deny a child something and give them sound reasoning and they will gradually learn their parameters for asking. Give a child a sweet one day when they ask, then refuse them the next day, with no other explanation than RNG IS RNG BABY - and you're going to create one fucked up kid who hasn't a clue when they are supposed to ask - you're basically bullying the crap out of the child with mental torture. I've said it before, and I've no doubt I'll say it again, this poster is not credible. |
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it is either he doesn't understand it
or he Chooses not to understand it . I very much doubt, that with the number of threads he has taken part in, that he doesn't grasp the concept. but he and a small minority always seem to conveniently miss interpret the underlying concept as some evil machination to make poe easier . with out fail , every time. I have explained the actual point several times to him , and inevitably it is discarded. it really is like arguing with a prerecorded message . no matter what you say or do , it will just say the same thing. Last edited by Saltychipmunk#1430 on Feb 3, 2014, 4:01:41 PM
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" I don't deny the existence of the above stated design aspects. I admit they exist and openly embrace them. What you listed are objective realities: -As you progress in game the possible pool from which items can drop continues to grow, with the only drops possible being those with ilvl and mod tiers of equal or lesser value than the map level in which they drop. -As items increase in ilvl the possible pool of affixes that can roll on them continues to grow as described above. No "floor" only the map level "ceiling". -By design, orb usage will generate results that look like a bell curve. Low distributions on the very high and low ends, much higher distributions in the middle. Probabilities for top-end variances (socketing, linking, mod rolls) are very, very small, also by design. Again, balance concerns. These are Truth in PoE. That you appear to have issues with them is based on your subjective perception of your experiences with the Truth. Your subjective perceptions are of no consequence to the game design. Discussion about whether these objective truths are either "good" or "bad" is going to be laden with subjectivity, as each person experiences the Truth in a different way. Again, how are what *you* see as "core issues" not a product of your subjective experience? |
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" More to the point, why do you deny people the option of discussing these 'truths' and insist that the current 'truth' is absolute, considering this is a 'discussion board' and that the devs do take into account what people here say - which is why 4L became 'easier' (by your terminology so you understand it), which, apparently, you think is was great idea (?). Here we are discussing the various pros and cons of these supposed 'truths' and all you do is bleat on about the current being an intrinsic absolute - when the position of intrinsic absolute is something neither GGG nor any person 'engaging' in a discussion about mechanical variances is doing. All your doing is clogging up interesting threads with repetitive pseudo-psychology, helping no-one, least of all the devs. You are free to wax as lyrical as you like about how the current 'truth' (oh fuck this, the 'mechanics' you mean) work for you and your playstyle, but all this horseshit about children, hardness, pseudo-philosophy... what the fuck has that got to do with the price of fish? |
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In other words we are back to this from earlier in the thread:
" That is all. Don't waste your time on it. I am the light of the morning and the shadow on the wall, I am nothing and I am all.
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