Less RNG in Socket Crafting Please!
You are not forced to replace your gear. As such, no regression is inherent. On the other hand, a lack of gear progression is quite possible. In fact, at higher levels, you have a tremendously difficult time finding upgrades. But, my point is, don't say that the gear regression is inherent when you are doing it by choice. If you're choosing to replace your gear, it's not inherent.
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" You are wording the same process two different ways. In the end the same thing occurs. Your skills are tied to your gear. Your skills are who you are as a character. Gear should not have such a strong impact on who you are as a character. Many Traditional RPGs Skill tree = how you play Gear = how strong you are POE Gear = How you play and how strong you are I'm simply advocating that we pull it back a notch and move a little bit more towards traditional by allowing easier manipulation of sockets. Dernière édition par Loki421#6919, le 5 avr. 2013 à 12:35:10
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" Yes my level two, triple linked dagger is CLEARLY what I should be using at level 20 and so forth... of course you replace your gear, either that or you sit stagnating and end up struggling when you hit the "brick wall" you so nicely call a plateau. Sorry but you're in my opinion, misinterpreting flawed and wonky difficulty ramps that are turning into walls, shoddy ways of overcoming said ramps by incorporating MASSIVE variations via RNG, and all this leads back to the one underlying issue. Folks don't want the gear to be easier to get, because of their investment in the trading market. Lets call the massive elephant in the room an elephant and stop pretending that it's a coat rack please, he doesn't appreciate the coats, and would like some peanuts. Because I'm REAL sick of the "economic" aspects of MMO games coloring EVERY god damn preference that is made by players. |
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" It isn't that hard to get a four-link though. |
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Standard ARPG:
Abilities: Found in the game as drops or are on a skill tree. You get them, you have them for the life of your character. Gear: Determines how much damage you do, how much you can take, and a few other things, maybe modifies skills a bit, how often you can use them maybe some special effects on unique gear. Largely the two parts stay separate. PoE: Gear: Does everything it does in standard rpg, but also controls what abilities you get to use. You can spend all your orbs, farm all day, but in the end you are still limited to using abilities based on whatever gear you can acquire. Since it is completely RNG based it is conceivable, however minute the chances, that a person playing a Witch, would never get a single item drop or from orbs with a blue socket on it, or even at just such an unlucky rate that the game would be horribly unfun to play. Its one thing when gear affects how strong you are, how fast you die, how fast you kill. Its another when it controls the abilities you get to use. It should be easier to use the abilities you have acquired, not because it makes the game any easier, but because it controls how you play your character. My solution is to make it easier to manipulate those sockets. Dernière édition par Loki421#6919, le 5 avr. 2013 à 13:16:01
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" Actually it is. Many times I pulled hairs out of my head after 15-20 fusings failed to 4 link a level 40ish upgrade. That is NOT an acceptable amount of currency. |
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" Well, at least this isn't D3 where your character is simply the sum of your gear and nothing more. Personally I feel the system is amazing and brilliant, and I have been playing with it for over a year. Just thought I would point out that other games in the genre are MUCH more balanced toward gear being EVERYTHING. In D3 a level 60 character with no gear is simply a level 1 character with all the skills unlocked... that is bad design. |
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" The fact that it is RNG based at all is a bad design for that particular part of the game. Abilities should be relatively guaranteed to stick around once you acquire the initial gem. It should be easy and expected that you keep the abilities you acquire for the life of your character regardless of how your gear changes. Dernière édition par Loki421#6919, le 5 avr. 2013 à 14:23:27
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" To be fair, that is how all the other games out there do it. PoE IS unique in that department, which in itself is fine. But if it were a little more rewarding and pushing towards progression (and not constantly setting you back) it would feel a lot more intuitive and fun. Completely take away the concept and PoE loses its key selling point. |
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" That lone "gimick" is not the only thing selling the game. And the more I think about it the more I realize there's probably a reason other games don't let ability progression rest on RNG. Because primarily it creates the feeling that you are not in control of your character at all and your just adrift in a sea of random chance. Again simply making Orb that affect gem slots more static and guaranteed would still leave base design in place but ensure that ability progression remains constant and not so eratic. |
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