Why do people who hate RNG play POE?

I'm fine with the RNG, it's all about playing with friends and finding that nifty item you haven't seen before.
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RagnarokChu a écrit :

If D3 made the successor of D2, would there mean there would be no reason to play play of exile?

Why do people make it seem path of exile is a bad game and the only reason why people play it is because there is no other option? The inherent question is that after you beaten the game 3x over, why play it when you know there's nothing left but to play the RNG? Path isn't the problem, the entire genre has issues that isn't acceptable for people anymore.

Does anyone even play D2 anymore? People play old school rpgs, and other games all of the time because they are fun, D2 servers are literally dead despite on how "good of a game it was."

PoE is trying to cash in the niche type of gameplay that was completely hard to replicate that created a infectious popularity which was the ladder battle.net that kept everyone coming back to it again and again.



From my perspective. If diablo 3 had depth and had an aesthetic that lived up to diablo 2 , then yeah i probably would not have gone to path of exile. No one has enough time to do two grind fests .

I played diablo 2 up until diablo 3 came out. and lets be honest , it is over 10 years old.
it has had the good life.


path of exile is bad in the context of it using rng in areas that dont traditionally have rng.

the socket system in d2 was not rng , either you got the sockets or you did not. rng was limited to the drops of white items.

in poe the number of sockets is rng , then umber of links is rng and the types of gems you can put in the sockets is rng . It is 100% rng tastic.





crafting was also not that random in diablo 2 , rune words did exactly what they said they would do and majority of the craft process wasn't about amassing a massive amount of wealth to throw at a wall until something sticks ,

it was about getting very specific items , in a very specific combination that did VERY specific things and the investment was in the rarity of those items.

like getting high runes or an eth shield to put them in. runes didn't have a random chance of doing fuck all.


where as these two mechanics provided a reprieve from the endless bombardment of rng that was the drop system ,

poe's socket and craft mechanics are akin to a sharp knife in the back as it turns out everything drinks the rng coolade.



and now ggg added even more rng on top of this bombardment. with random corruption that people make 1000s of instances to farm

vaal orbs that are even more unstable than the already unstable orb system we had.

and then the atziri boss encounter which is essentially boils down to "did midnight drop?" if yes then atziri if no then no atziri.


So if the op did ask his question in closed beta or even launch , I would have said there was enough quality game to overcome the stupid amount of rng.

but now with a whole layer of rng added on top of the pile? I am given pause to reassess my position on the game.

People like to place blame, and the RNG is a likely target. What they really want is the game to give them great items in a reasonable amount of time. Problem with that is that if it did, we would all have everything we could ever want by now and the game would be boring.
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Shagsbeard a écrit :
People like to place blame, and the RNG is a likely target. What they really want is the game to give them great items in a reasonable amount of time. Problem with that is that if it did, we would all have everything we could ever want by now and the game would be boring.


Not necessarily true - the base drops and RNG on the existing item drops are already set pretty crazy - even just being able to "finish" gem progression in the form of 6L would be pretty awesome... for example in 1yr+ playing the BEST items base stat rolls I ever got were not even CLOSE to best in slot... but I would be a lot happier with being able to "complete" at least my skills in the form of 6L.

For example: 1k fuse + 1k jeweller + 1k Chromes in a machine to guarantee a 6L item - that is a LOT of currency to save up... and a LOT of time... it's not like you are going to just willy-nilly 6L everything you get. And even if you DID, who cares?? You'll have low, medium to low "good" 6L items - the upper 1% will still be the only people accessing BIS unless someone gets insanely lucky.

I think the game will continue to play pretty much the exact same way it does now with something like that in the game.

I've never expected much from POE - when I 4L an item I actually expect it to take 75-100x fuses - a RIDICULOUS amount - but if I get it in 20-40x that makes me a lot happier about it. What would be nice is getting some decent currency and drops (not best - just SOMETHING - fucking ANYTHING) in 3-4 hours of play time. There are many problems 65>100 in this game and one of those problems is rewards to time ratios. It's a big problem, Shags. You may be completely oblivious to it in your perfect little 1>65 world. But anyone trying to progress outside those levels is noting how frustrating it is.
you can befulfilled and bored , or you can be frustrated and bored. the difference in time investment is often indistinguishable .


You can finish the game with low end gear , you can map with crap gear if you build properly, There is nothing stopping you from completing content.


But the thing no one seems to understand is that the loot IS content. I don't want to just beat the game. I want to find interesting shit to beat the game with.

for example , my summoner can solo merci dominus and 78 maps easily with no dedicated summoner gear.

But that isnt fun, that is bland as all the exotic fun is in the summoning uniques. But if you dont farm 20 hour work weeks or devote your life to trades , then all the interesting gadgets are firmly out of reach.



It is like playing call of duty or battlefield , but the only weapons and gadgets you can use are the ones your start with.(no unlocks)

Sure you CAN be competitive , SURE you can play the game. But it is going to be far less enjoyable.


So yes having everything thrown at you is bad , but having nothing is alos bad. It is up to the devs and the game to properly balance how quickly the game feeds a player interesting stuff.


Poe fails in that regard.
Dernière édition par Saltychipmunk#1430, le 24 mars 2014 à 13:13:53
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majesw a écrit :
If Blizzard had done a half decent job on D3 then I never would have even looked into PoE.


This is pretty much true for me, too. I checked out PoE in the month before D3's release, felt the client was sluggish and the perspective off, and stopped playing (paid $10 for the closed beta). Then D3 came out and the shallowness of it hit me like a truck. I liked the fluid combat and how "playable" it was, but it was a stripped down, castrated shadow of D2 with a distinctive WoW feel. I haven't gone back to it since and don't plan on doing so.

But yes, PoE wasn't my first choice and I only played it because nothing else came close to D2. I like much of what they do, but if I could get half of the complexity and freedom with better performance, less trading focus, more solo-playability, more attention to 95% of the playerbase instead of the top 5%, and less absurd crafting odds, I'd switch over.

But as it stands now, if you want at least some depth and persistent online servers, PoE is the only choice.
Its really just down to expectations.

I traditionally use my currency to craft. I don't trade (although I'm going to trade in the new league to stay in touch with that part of the game).

I have been saving my currency since I started an Ambush character (I haven't played a SC league since forever) and man, it is so boring. It really takes away from the fun of levelling for me. You stash everything you find to purchase items at endgame.

I'm not sure I'm going to enjoy playing like that.

Back on topic: I like the RnG and I think you're never going to please everyone. There are some tweaks I would make - in particular the drop rate of alc orbs and regal orbs but apart from that, I continue to like the luck-based side of this game.

I don't expect to have a fully-functioning, 6L'd evil exile exterminator by week 2 of a league. Some people do. Therefore a lot of those players get frustrated.

Also, some players who would like RnG loosened, are the type of players who can become jealous or annoyed someone else got lucky but they didn't.

Just for try for see and for know -2013!

She corpse exploded the corpse of the boss...
Dernière édition par Zanixx#5803, le 24 mars 2014 à 13:29:44
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Saltychipmunk a écrit :


So yes having everything thrown at you is bad , but having nothing is alos bad. It is up to the devs and the game to properly balance how quickly the game feeds a player interesting stuff.


Poe fails in that regard.



I absolutely... totally... completely agree here.

Playing a game where you hit ~ and then /godmode is just stupid... and in no way, shape or form would I ever make a suggestion that you log in, click a button, then BLAMO full BIS gear. That's just retarded to counter-suggest to anyone.

But also then you have POE. I've put in 1000-1500 hours now and the game just gives you shit back.

There needs to be BALANCE - STABILITY to how a system works. You can't rely on playing a million hours to flatten your RNG out. That's just a ridiculous suggestion. Some really unlucky players may actually play a million hours in POE and have a chance of not seeing a 5 or 6L. It's true. That's how their system currently works. A million hours of play time and never getting a 6L item. Think about how depressing that is.

Know what I think? I think putting in 300 hours into the game should basically guarantee you 1x 6L item. I think that's more than reasonable time to get a 6L item.
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Zanixx a écrit :

I don't expect to have a fully-functioning, 6L'd evil exile exterminator by week 2 of a league. Some people do. Therefore a lot of those players get frustrated.


The people that want the RNG decreased usually are far more okay with on average making it harder to obtain the great items than it is now.

It is the people that want to be "lucky" that prefer as much RNG as possible. The people that want to grind and grind for hours and hours to slowly build up enough materials to craft (not gamble) the equips they want, are those who don't want any easy mode for anyone.

Currently there are a few people who have easy "silver plate" mode due to luck :P.
This message was delivered by GGG defence force.
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themousemaster a écrit :
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Kuriosium a écrit :
I don't mean to provoke anyone, I just feel like RNG is a core part of the game (and simular games in the genre) and I have trouble understanding how someone who hates to depend on luck would keep playing this game. I love RNG, and therefore I keep playing. If I hated RNG I would play something completely different.


If you are alluding to the daily threads about people wanting less RNG, it should be noted that I don't know of anyone who wants RNG to disappear, just to have it be less "R".

I am not one of those people; I find the current amount of "R" just fine, as I've seen what happens to games that have far less "R".

Just stating this for proper information's sake.



(specifically about the "less R", my observations are that people "like" them a lot more, for the 2 weeks the play it until they've gotten everything and leave.)


Your under the assumption that when people ask for less RNG, what there really asking for is to get gear faster. Or that more RNG equates to a longer/harder game.

There are plenty of ways to make it hard to acquire good gear. heck the leveling system is an example of this. what people are really complaining about when it comes to RNG is that most of the time you never really feel like your progressing with it. blowing a ton of currency and ending ending up with less then what you started with is a sure way to make people quit. I'm sure you can agree that if someone blows 200 fusings on an item they should be at least entitled to something.

An example could be say, each time you roll a mod on a particular item that item gains an increased chance of rolling the higher form of that mod. Obviously there could be a cap but i think a system like that would make spending currency feel more rewarding and avoid horror stories like spending a thousand fusing only to end up with a 3-link.

making a game less random doesn't have to make it easier and certainly doesn't mean the game has to be "beatable" in 2 weeks. Its about balance and that balance can be difficult to acquire which is why many companies like GGG fall back on the RNG system. because its easy. its sloppy, unintuitive, and far often, unrewarding. but its easy.

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