The wall of real problems that prevent PoE from being a god-tier game

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danisonxtc a écrit :
to 1.

there is 0 reward in this game, so its your fault if you expect reward's while playing, this is not how this game is designed.

It's also our fault we expect a democratic society, yet this is not how society is designed.

Crap comparison but you get it. You fight for ideals, and the point is to help improve something. Unlike society, a virtual environment can improve.
Life is tough... but it is tougher if you're stupid.


If GGG actually took feedback like this to heart, this would really be the amazing game I've hoped it would be.
No. Calm down. Learn to enjoy losing.
"
Crackmonster a écrit :
I have been taking a longer break from PoE and have had time to gather some of the thoughts i have been having lately on why PoE is not as good as i dreamed for it to become, and why i do not play much PoE anymore even though i love the content in the game.


1 - Your time spent is not rewarding enough

This is probably the biggest issue with PoE. The game is not very rewarding for just about everything you can do besides leveling.

The good drops are way too scarce. You cannot actually play the game, even if you play thousands of hours, and expect to have more or less the best gear simply by selling what things you find at normal prices and keep farming. Yes you read that right, drop rates are so bad that it is highly impractical/near impossible to get near BiS by just playing the game, you need to flip items. Item flipping will always be more profitable, the question is whether things are possible without item-flipping but by investing hours and the by far most common experience is that it is not.

Droprates can easily be doubled or trippled, the problem is there simply isn't enough good stuff around to gear people and that is only ever fixed by there dropping more or it being crafted.

I cannot emphasize enough how negatively the drop rates affect the gaming experience. It is near a game just for addicted players, which isn't exactly glorious.

It should also be said that amount of items dropped can be reduced in conjunction with making those that do drop much more likely to roll well. Vendoring time spent in a game is tiresome, it is far from ideal gameplay. it is great that there is a good use for items you do not need, but that doesn't mean the game gets better by having an excessive amount of crap drop all over.


2 - The crafting systems are badly implemented and too RNG reliant

First of all it should be said that there is no crafting system, there is a gambling system. I think there should be both.

Chaos orbs, exalted orbs, regal orbs, orbs of alteration and so forth are great gambling orbs, they are just right the way they are. Not all orbs have great functionality however. The biggest offenders are the fusings/jewellers simply because they are so instrumental to your power that you are left crippled without them. Chromes are the same, yet less complained about due to first and foremost being easier to acquire and second less impactful.

There are many ways to deal with fusings/jewellers. One way is to make them only able to add sockets/links to the longest existing chain while adding a recepi to break all links by vendoring item + 1 fusing, in combination with making each use add something like 0.0002% chance for 6L, giving it +0.2% chance to 6L per fusing after 1000 spent.

However, i think a better solution would be to implement an actual crafting system. Say there is a jeweller in town. He/she will add sockets, links or change the socket colors of an item for a certain amount of jewellers/fusings/chroms, depending on how rare the thing you are trying to achieve is. Let us say you want to have 5 offcolors in your 6S chest, that may cost you 1500 chromes or whatever is reasonable. At the same time, numbers of chromes/fusing/jewellers dropped and required can be reduced so that the easiest craft will cost 1 and others scale accordingly.

I know that devs have stated they love when people are happy to win the lottery and 6L something after a few uses, but it comes at the cost of game quality for all of those at the other end, where the current system simply malfunctions and does not reward them for their time. It adds more to the pile of game-ruining features made for addicted masochists, and it makes the game universally worse. It is the wrong area to target for RNG rewards.

Eternal orbs and Mirrors specifically hurt the itemization in this game heavily. Eternal orbs means people are piling up exalts rather than spending them and it also means there is little demand for otherwise good rare items. Mirrors means traders who have the early good items gain additional long-term market advantages outside the selling value of a good drop. It means people will not to the same degree want to use exalts to craft items, because once items get expensive enough you are better off acquiring a mirror.

Remove mirrors and make eternal orbs 6 times more rare, keep people spamming their things instead of hording and selling for items. This way everyone has a fair chance at rolling good gear, and good gear will sell better because there are no mirrored copies floating around. Also, everyone loves crafting items and getting some good roll. Spread the fun around to players. At the very least disable mirrors from dropping in permanent leagues.


3 - Inaccessible endgame content

For so long i have been fighting to make GGG understand that their map system is bad. Not because you cannot roll maps that are interesting to play, but because it demoralizes the player to see their wealth slowly diminishing by farming and it heavily favors groups for no defendable reason whatsoever, when it does not need to be so. The actual gameplay suffers to make a currency dump for, let's face it, in this case just chaos orbs, when in fact chaos orbs should be used to craft gear for the fun of players.

The rolling system of maps is good and it can still be preserved easily. Just change Chisels into items that only drop in maps, more drops the higher the map level and droprate unaffected by party size, while only having the function of rerolling maps. You will still have rewards for challenge with that system but maps will now welcome solo players and actually drop what you need to keep rolling them without consuming their currency. I imagine average drops per map something like:

66: 0.2
68: 0.5
70: 1.5
72: 3
74: 5
76: 7
78: 10


4 - Desync

I am not gonna say very much here. It is simple not good enough. This game is a desyncfest mega. PvP will never be good like this, good fights and monsters with delicate mechanics cannot function with desync.

We players are not stupid, we don't want to hear more excuses and we know it will not be fixed while you got your attitude going.

For example D3 that you compare yourself to as taking the shortcut to fix it, has little issues with gameplay and the feel of it. You can still dodge attacks for example mallet lords, you can still dodge projectiles, and in fact in that game, due to less desync, you actually dodge a lot of more things and it becomes an integral part of the gameplay to a greater extend than it ever could in a desyncfest.


5 - Leagues are inadequate

Now here is something i find it hard to comprehend. It is heavily tied to drop rates being too low as described above.

The short league is not a place where players who want to build insanely geared characters generally have time enough to get there. If you do, then that is one of those few seasons you will ever go all in, and at one point you simply stop because you cannot reach that level again, you lose interest in it because the grind is so mental that you already know what to expect and it is not worth 4 months of your life.

D2 ladders had it right, even if it was actually bots that made it so. There it was possible for players to start characters and get it to a really high level of perfection within 1-3 months, they would then continue to push levels on it, farm gear for other characters or take some time to play other games or handle their real life while waiting for the next ladder.

What i am trying to say here is that short leagues are made to reset the progression of players primarily, that is the deepest purpose of them, and they allow the game to be very rewarding without ending up in a flooded state where everyone has everything. In PoE this most important aspect is not utilized well.

You can severely boost droprates and players will have much more fun. Sure, there may be 3% of players who would rather they can farm everyday attempting to reach the carrot on the moon, surpressing their problems, but catering to them brings the quality of the game down for the other 97% potential PoE lovers. Make PoE a game where everyone do not quit because it is like a barren desert. Unleash the drops, make the game satisfying. I am not telling you to give everyone BiS items, but exercise some selfreflection here and realize just how bad the drops are.

That brings me to permanent leagues. So, PoE is supposed to provide both a short term league experience and a permanent league one. Clearly the permanent one is not cared for at all. Standard league is the dump league of both hardcores and newer leagues. The players who farm the most in standard league are the players not playing in it. The people not playing in standard inflate the prices and make the average drops of standard players much more useless, ruining their game quality as things get ever less rewarding.

I suspect that if drop rates were much higher, most people playing permanent leagues would play fresh leagues, but many many players play standard because that is the only place they ever stand a chance of getting somewhere. If you wish to provide these people with a higher valued choice for permanent league, make it a place that is not a dump from everywhere else. Granted not many people would play it, and maybe simply boosting drops in short leagues makes it absolete, but the current standard league is not respected as a choice of play.


6 - The game changes too much

This is from a community perspective. The game changes too much all the time, you cannot write detailed and specific guides spreading knowledge or they will be inaccurate and so require constant updates. That means it is very hard to create a library of community knowledge. It means your builds will be ruined after you log in after a long break, and it means you cannot play something you used to love which is essential as nostalgia plays an almost illogically large part of your appreciation.

Another way in which the game changes is the difficulty/brutality, it seems to grow ever more relentless with every major content patch, with more increasingly annoying/frustrating monsters, the latest wave being invasion and you all know how that has been received, in great part due to a desync combo. Before that was the sceptre of god which has been voted as the least favorite area by players, and the garden which was only one of the least favored zones.

If the game changes to become something different than what it was in essence it will make players leave, and those who tried the old and didn't like it but would like the new are not aware that the game has changed, and so you mostly just alienate your players.

Naturally there is no solution, change must happen if need be and improvement is change too.

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Change these things, and you will carve your name even deeper into the history of gaming. Drop rates, desync, fusing/jeweller/chrom functionality and map access. Fix them all and your game will flourish.


Quoted for justice
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Terrornoid a écrit :
Thank you for this well thought out, time-invested thread. However, its going to get pooped on by all the dumbasses and forum trolls.

I predict:
☐ 1. Go play d3.
☐ 2. RNG is RNG
☐ 3. Party up. Farm Piety and roll the maps up. I don't have this problem so it doesn't exist.
☐ 4. I've never had this problem so it doesn't exist. Learn to play. Play a ranged character.
☐ 5. Then don't play them.
☐ 6. Your just mad because your OP Meta character got nerfed.

Will checkbox each as seen.



1 that is a valid suggestion, at the very least it would be good for your health in the short term. telling some one to go play diablo 3 isn't an inherently negative thing anymore, The game does exactly what it is set out to do very well. does it last as long as poe , no. but that wont change the fact that in the intern it is a good experience.

I can agree with everything the op has posted (which i do), and still recommend him play diablo 3 for if nothing else than to wash out the bad taste that is poe rng.

2 man fuck poe rng

3 it isnt party up , it is party up with a culler, HUGE difference

4 the people who say this are all freaks .
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Real_Wolf a écrit :
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Lord_Kamster a écrit :
1) Time is not rewarding. You could spend 600 hours farming fusings to try to 6L a particular chest and not be any closer at the end of it. This is the only game I've ever played where all your effort can end up meaning nothing.


Ever played D2?

I farmed the best SoJ drop point for close to 200 hours and never had a SoJ drop. I think it was Hell Andy, or NM Andy from memory. Highest % chance to drop it and never had one.

So that was a huge amount of work that ended up meaning nothing as nothing dropped that was of any value
How hard was it to prepare yourself before beginning to farm for that specific item? Were you more often in that game likely to find an item with interesting mods, even if the item isn't usable by your current build?

And Diablo III is a bad idea as all it does is kill brain cells with an incredibly dumb story and the only way to play the game without the story impeding progress/preventing you from accessing anywhere you want whenever you want without returning to the main menu, requires you to purchase an expansion pack.

So you need to purchase the main game AND an expansion pack to achieve something even remotely like POE and somewhat save brain cells in the process.
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's
Dernière édition par Nicholas_Steel#0509, le 4 avr. 2014 à 09:03:43
Okay let me link you the D3 general chat which fixed this problem by constantly rewarding you, basically removed RNG in item dropping because they are related to your class and what skills you have on with lack of desync and unlimited end game content.

Ironically all of them are praising ladders coming out and changes to the game.

http://us.battle.net/d3/en/forum/3354739/


Oh wait the same same shit your complaining about.

Be more creative in fixing PoE into a god tier game please.
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RagnarokChu a écrit :
Okay let me link you the D3 general chat which fixed this problem by constantly rewarding you, basically removed RNG in item dropping because they are related to your class and what skills you have on with lack of desync and unlimited end game content.

Ironically all of them are praising ladders coming out and changes to the game.

http://us.battle.net/d3/en/forum/3354739/


Oh wait the same same shit your complaining about.

Be more creative in fixing PoE into a god tier game please.


Why must people always be binary in their expectations>? There is a middle ground. PoE is a pretty rewarding game for the first 30 or so levels. As you increase levels, the mod pool grows, and finding gear that is appropriate for your level becomes rarer. If they simply cut drop rates in half, made base items level appropriate to the area your in, and made items roll mods within 30 levels of the ilvl, BAM, you have more rewarding loot. No, shavs don't rain from the sky. But you get a lot less garbage, and significantly up the chance of finding something usable in the content you're clearing.


No. Calm down. Learn to enjoy losing.
"
b15h09 a écrit :
"
RagnarokChu a écrit :
Okay let me link you the D3 general chat which fixed this problem by constantly rewarding you, basically removed RNG in item dropping because they are related to your class and what skills you have on with lack of desync and unlimited end game content.

Ironically all of them are praising ladders coming out and changes to the game.

http://us.battle.net/d3/en/forum/3354739/


Oh wait the same same shit your complaining about.

Be more creative in fixing PoE into a god tier game please.


Why must people always be binary in their expectations>? There is a middle ground. PoE is a pretty rewarding game for the first 30 or so levels. As you increase levels, the mod pool grows, and finding gear that is appropriate for your level becomes rarer. If they simply cut drop rates in half, made base items level appropriate to the area your in, and made items roll mods within 30 levels of the ilvl, BAM, you have more rewarding loot. No, shavs don't rain from the sky. But you get a lot less garbage, and significantly up the chance of finding something usable in the content you're clearing.



There is no "middle ground" that doesn't have the >exact< same few complaints. I am showing you that the "wall of real problems" isn't the "real problems" with PoE. Otherwise you guys have to admit D3 is a "god tier game" and is vastly superior in PoE in everyway.

People complain about PoE, people complain to death about the complete opposite D3. What makes you think the middle ground would't be "just as bad" as either side?

Which is why I am saying be more creative in fixing PoE in a god tier game, all you people have is shallow ideas that don't match the actual results. Other then desync everything else is extremely subjective.
Dernière édition par RagnarokChu#4426, le 4 avr. 2014 à 09:30:49
Upping the drop rates wouldn't solve problem 1. You would simply adjust what you define as "good" to suit the new rate, and be back complaining that it wasn't enough. Your sense of reward is defined by your value system... not by drop rates. You value rare items. Make rare items more common and you will lose value for them.

One thing that I agree wholeheartedly with is the change issue. There isn't enough information put out that lets us adapt to changes even before the next round of changes are implemented. It gives us a feeling of futility. Changes shouldn't re-write the rules, except on an infrequent basis... like annually. Data (real numbers!) should be published and not simply left for us to figure out. For example, I'm looking for white Engraved Wands for chancing a Midnight Bargain. In D2, I could figure out exactly which areas would produce the most. Here, I just have to guess. I also have no idea what my chance is for each wand I find. Less fun, not more. These numbers should be available.
Dernière édition par Shagsbeard#3964, le 4 avr. 2014 à 09:33:14
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Terrornoid a écrit :
Thank you for this well thought out, time-invested thread. However, its going to get pooped on by all the dumbasses and forum trolls.

I predict:
☐ 1. Go play d3.
☐ 2. RNG is RNG
☐ 3. Party up. Farm Piety and roll the maps up. I don't have this problem so it doesn't exist.
☐ 4. I've never had this problem so it doesn't exist. Learn to play. Play a ranged character.
☐ 5. Then don't play them.
☐ 6. Your just mad because your OP Meta character got nerfed.

Will checkbox each as seen.

Are you a Wizard?
https://www.pathofexile.com/forum/view-thread/1552460 - my drop solution
Specs: CPU - i5 9600k, geforce 2060, 32 gb ram, ssd, 2133/2333 mz.-----
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