Exit stage left
For the record, I had no idea Charan quit until it was mentioned here. Then I noticed WorldBreakers post lol.
I "the premier Action RPG for hardcore gamers." -GGG Happy hunting/fishing Last edited by Wittgenstein#0994 on Jun 29, 2014, 6:20:28 PM
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" There were many before Charan. I share your opinion Wittgenstein. I was interested in getting me some new gloves. i checked my own stash, i checked the indexers, i threw all my alterations on some gloves i had, i used my 30 chaos on other gloves. Endresult: i deinstalled path of exile. The gloves i was looking for aren't available to me. I would have to exchange my big gold coins for smaller gold coins in the hope that one of those cointosses gets me my result. Then i decide to play another character (Chaos Innoculation + 71% lightning resist) I do one map, i throw my spectral throw, while my daggers are in the air some lightning mages cast 5 lightning thorns on everything, i use my topaz flask, i die from xxx instances of instant damage reflect. Even rare unenjoyable game experiences really hit hard on the overall enjoyment factor in this game. unfair deaths mass desync action (vulnerability / es-based builds / charger) currency wasting the fact that unidentified chaos recipe and not using the orb (aka not playing the loot finder but the stock exchange game)is in fact more efficient and overall better than actually doing anything else. edit: and theorycrafting is really pointless with the current passive tree. there really is no necessity for a web. you traverse the tree in a way where you get all the efficient life nodes on an efficient tree, and then grab a mix of damage and defense according to your preferences. The overall pacing of the build is set though and often it just comes down to numbercrunching, most trees are comparable to determine the numerically best build. most passive decisions dont involve anything beyond apples for apples. Last edited by SVD#6236 on Jun 29, 2014, 6:50:51 PM
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They are dropping like flies, GGG.
Maybe time to have a good hard think of how economy centric design is fucking up an aRPG, huh? Casually casual.
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" The economy serves just as a punching back for all issues poe has. Probably because it is one of the few things in PoE that works as intended and is one of the best of its kind. The real issues of the game are in no way originated by an "economy centric design". greetings Last edited by LSN#3878 on Jun 29, 2014, 10:08:37 PM
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The ironic thing is that temporarily leagues allow GGG to flood the economy with drops! The solution is already there, the game isn't killed when many more drops are around. Towards end of leagues many players can try their dream build if they play lots, be it lowlife shavs etc, or whatever and then the league resets and start all over! That's why D2 Bnet was so good, it wasn't starvation mode (although things were too abundant on bnet, droprates shouldnt be that high).
Now it's such a heavy thing starting poe, you need hundreds to thousands of hours to get anywhere, not a good gaming experience for most people. I am the light of the morning and the shadow on the wall, I am nothing and I am all.
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"That's it's job, from a diagnostic standpoint. The economy is a microcosm for all other issues in the game. A healthy game has a healthy economy; an unhealthy game has an unhealthy economy. The mistake, if there is one, is in confusing cause and effect; economy is the effect, not the cause. The players are the light, the game is the object, and the economy is the shadow. Other than a few minor tweaks, such as having a nice white background to cast a silhouette onto, the vast majority of methods of improving the shadow involve improving the object itself. I'm a big fan of the economy when used as a diagnostic tool or as a means for player cooperation and competition — especially as a "catch-up" tool for time-limited players — but I honestly have no idea what "economy-centric design" would really even mean. You cannot cooperate without a common problem, compete without common rules, or catch up without someone else already in the lead; none of these things are ever core. Perhaps the aforementioned silhouette? When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jun 29, 2014, 10:25:13 PM
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I think "economy centric design" means that players dont get overloaded with GG items within the cycle of a 4 month league so that they all can use the same op build and items quickly.
Wonder if the game was more fun if 50% of players dropped a shavs and a coe within few weeks up to 4 months of playing. I doubt it. | |
I thought we locked all the doors and windows.
"Danger is like jello, there's always room for more."
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"Same here. If anything, I believe the drop rate of Facebreakers should be significantly reduced. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" No one said this. I am the light of the morning and the shadow on the wall, I am nothing and I am all.
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