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cooooool!!!!!
I will play again once the patch is implemented!
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Posted bycaptain_rom#0695on Apr 24, 2014, 5:12:48 PM
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I don't understand the griping about making certain currency and uniques a little more likely to drop -- or at least giving more variety in the chance for such things to drop. This is not a real-money game or a pay-to-win game, so the "wealth" any player has in game has no real "value" ... other than it gives you more choices in gameplay to customize gear and to try constructing niche builds. So, if the challenge and fun in the game is to acquire wealth so that you can experience as much of the game as possible, there is really no good reason to begrudge players an equal (well, RNG) shot at say, getting a koam's heart or a bunch of cartographer chisels or a six-link or whatever.
The people who complain about good stuff being super-exclusive and only for themselves have too much invested in their own superiority. I can see how slightly increasing the chance or opportunities to find valuable currency and gear might be problematic if we all paid real money for something whose value is rapidly depreciating, but in this case, all I see are players who feel special for having what others do not and wanting to keep having while others have-not. It's petty and makes no sense. The reward for having amazing gear is that you have more choices to be creative with your build... essentially, you have more ways to enjoy playing the game. Is it fair (or even logical?) to seek to enjoy playing the game more than other playes? Am I missing something?
I'm not saying GIVE EVERYONE A KOAM'S HEART. There should be chance and challenge to finding all uniques... that is the point. But the super valuable uniques... Koam's heart, Shavronne's Wrappings, Soul Taker, Bringer of Rain, Alpha's Howl... They all somehow undermine or enhance basic game mechanics to the point of being able to do things with a build that are ordinarily not possible, and frequently exploitative or OP. These kinds of added/modified mechanics should not be immediately available to EVERYONE at all levels, but if say, on average every player were to find one of those super-valued uniques after 500 hours of gameplay with any characters level 70 or higher ... would it really be so bad? I mean, the more you play and the higher level your character, statistically, the greater the chance of you finding good stuff (or stuff that helps you find good stuff) anyhow, right? a player who plays 5 hours a day, 5 days a week with a character he or she has gotten to lvl 100 and plays exclusively in areas lvl 67 or higher, esp. maps, is going to probably on average have found a lot more good stuff than someone who plays 2 hours a week and has five characters in the level 30s who never play past Cruel areas.
Seriously, I want to know, am I missing something? Or am I correct in assuming that the players who complain about good stuff being more obtainable are either joking/trolling or genuinely petty?
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Posted byMackBesmirch#0771on Apr 24, 2014, 5:16:43 PM
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Yay, Unique boxes! I was waiting for them so long *_*
And I guess unique boxes will be super-rare, with a very-very small chance to drop Kaom's Heart, so...
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Posted byIangyratu#2417on Apr 24, 2014, 5:23:03 PM
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+1 on the possible QQ. :)
You guys keep rockin'!!
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Posted byDeletedon Apr 24, 2014, 5:51:46 PM
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omg im fuckin giddy now :D
Don't forget to drink your milk 👌
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Posted byTheWretch#7848on Apr 24, 2014, 5:53:30 PM
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I wonder if the unique chest idea came from people who thought unique chests were a feature before sotv was released
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Posted bylangerz50#1984on Apr 24, 2014, 6:14:53 PM
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I love this, I was surprised we didnt have unique boxes from the start but I guess its like unique maps, they can be added over time.
Chris and GGG guys, one thing I would say, if it were my game Id consider doing something drastic right now. Not because the game needs it, but I think it would jazz up the leagues atm. I would merge Ambush and Invasion when you bring in the new Unique mob balances. What I mean by that is add the boxes and monsters to both leagues. 2 controversial game additions, one seems very reward heavy, one risk heavy, feels like they belong together, and from the feedback I hear around town it feels like some of the Hc players could do with a bit of lift in spirits and motivation.
It might not be a bad idea as an ongoing theme to change things up the second half of the leagues, spice things up a bit for the purists on both sides. I dunno, you guys probably hate the idea but I feel like it could be healthy.
anyway, I want this box, good times.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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Posted bySnorkle_uk#0761on Apr 24, 2014, 6:27:50 PM
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MackBesmirch wrote:
I don't understand the griping about making certain currency and uniques a little more likely to drop -- or at least giving more variety in the chance for such things to drop. This is not a real-money game or a pay-to-win game, so the "wealth" any player has in game has no real "value" ... other than it gives you more choices in gameplay to customize gear and to try constructing niche builds. So, if the challenge and fun in the game is to acquire wealth so that you can experience as much of the game as possible, there is really no good reason to begrudge players an equal (well, RNG) shot at say, getting a koam's heart or a bunch of cartographer chisels or a six-link or whatever.
The people who complain about good stuff being super-exclusive and only for themselves have too much invested in their own superiority. I can see how slightly increasing the chance or opportunities to find valuable currency and gear might be problematic if we all paid real money for something whose value is rapidly depreciating, but in this case, all I see are players who feel special for having what others do not and wanting to keep having while others have-not. It's petty and makes no sense. The reward for having amazing gear is that you have more choices to be creative with your build... essentially, you have more ways to enjoy playing the game. Is it fair (or even logical?) to seek to enjoy playing the game more than other playes? Am I missing something?
I'm not saying GIVE EVERYONE A KOAM'S HEART. There should be chance and challenge to finding all uniques... that is the point. But the super valuable uniques... Koam's heart, Shavronne's Wrappings, Soul Taker, Bringer of Rain, Alpha's Howl... They all somehow undermine or enhance basic game mechanics to the point of being able to do things with a build that are ordinarily not possible, and frequently exploitative or OP. These kinds of added/modified mechanics should not be immediately available to EVERYONE at all levels, but if say, on average every player were to find one of those super-valued uniques after 500 hours of gameplay with any characters level 70 or higher ... would it really be so bad? I mean, the more you play and the higher level your character, statistically, the greater the chance of you finding good stuff (or stuff that helps you find good stuff) anyhow, right? a player who plays 5 hours a day, 5 days a week with a character he or she has gotten to lvl 100 and plays exclusively in areas lvl 67 or higher, esp. maps, is going to probably on average have found a lot more good stuff than someone who plays 2 hours a week and has five characters in the level 30s who never play past Cruel areas.
Seriously, I want to know, am I missing something? Or am I correct in assuming that the players who complain about good stuff being more obtainable are either joking/trolling or genuinely petty?
well written and +1 !
God_of_Thieves_LLD_PVP__I hate the Labyrinth
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Posted byripnburn69#0202on Apr 24, 2014, 6:46:19 PM
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MackBesmirch wrote:
I don't understand the griping about making certain currency and uniques a little more likely to drop -- or at least giving more variety in the chance for such things to drop. This is not a real-money game or a pay-to-win game, so the "wealth" any player has in game has no real "value" ... other than it gives you more choices in gameplay to customize gear and to try constructing niche builds. So, if the challenge and fun in the game is to acquire wealth so that you can experience as much of the game as possible, there is really no good reason to begrudge players an equal (well, RNG) shot at say, getting a koam's heart or a bunch of cartographer chisels or a six-link or whatever.
The people who complain about good stuff being super-exclusive and only for themselves have too much invested in their own superiority. I can see how slightly increasing the chance or opportunities to find valuable currency and gear might be problematic if we all paid real money for something whose value is rapidly depreciating, but in this case, all I see are players who feel special for having what others do not and wanting to keep having while others have-not. It's petty and makes no sense. The reward for having amazing gear is that you have more choices to be creative with your build... essentially, you have more ways to enjoy playing the game. Is it fair (or even logical?) to seek to enjoy playing the game more than other playes? Am I missing something?
I'm not saying GIVE EVERYONE A KOAM'S HEART. There should be chance and challenge to finding all uniques... that is the point. But the super valuable uniques... Koam's heart, Shavronne's Wrappings, Soul Taker, Bringer of Rain, Alpha's Howl... They all somehow undermine or enhance basic game mechanics to the point of being able to do things with a build that are ordinarily not possible, and frequently exploitative or OP. These kinds of added/modified mechanics should not be immediately available to EVERYONE at all levels, but if say, on average every player were to find one of those super-valued uniques after 500 hours of gameplay with any characters level 70 or higher ... would it really be so bad? I mean, the more you play and the higher level your character, statistically, the greater the chance of you finding good stuff (or stuff that helps you find good stuff) anyhow, right? a player who plays 5 hours a day, 5 days a week with a character he or she has gotten to lvl 100 and plays exclusively in areas lvl 67 or higher, esp. maps, is going to probably on average have found a lot more good stuff than someone who plays 2 hours a week and has five characters in the level 30s who never play past Cruel areas.
Seriously, I want to know, am I missing something? Or am I correct in assuming that the players who complain about good stuff being more obtainable are either joking/trolling or genuinely petty?
Nope, you aren't missing anything. +1
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Posted byTindraa#7630on Apr 24, 2014, 7:09:49 PM
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Alea wrote:
@MackBesmirch : 500 hours of gameplay ?. stop dying.
LOL! I just threw out a random example of how the game is designed to reward cumulative time investment: certain mods only appear on items of a higher level; max sockets are capped per item levels; the good uniques require at least lvl 50 ... I just meant that even though there should not necessarily be a guaranteed reward for playing a lot, it would make sense that players who play a lot and level character to 100 are probably going to eventually find great rares and likely an amazing unique.
Hypothetically speaking, if we all played for an infinite amount of time, eventually at some point in the distant future, we'd all have found at least one koam's heart. i don't know what the true odds are, but the principle of the thing is that the more you play the game, the more you should enjoy it -- you not only get better at playing with practice, but you find items and currency to help gear up in various non-cookie-cutter-survive-thru-merciless builds.
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Posted byMackBesmirch#0771on Apr 24, 2014, 7:53:35 PM
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