We welcome First Impression posts! Please be nice to those posts.

"
Ygidua a écrit :

But also item descriptions confuse me, physical damage, ok, but to what? My Bow, my spells, my minions...? The passive tree is full of stuff, that I don´t fully understand and how it might affect me or my minions.


I've been on an off for a few years now and I still don't get this, which is probably the entire reason I constantly hit a wall at around level 70-80 (if I make it there) and inevitably, the reason I end up leaving for another few months on end.
"
frenzul a écrit :
I've been on an off for a few years now and I still don't get this, which is probably the entire reason I constantly hit a wall at around level 70-80 (if I make it there) and inevitably, the reason I end up leaving for another few months on end.

That's what the gameplay help section is for. Drop in, we have cookies.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
"
raics a écrit :
"
frenzul a écrit :
I've been on an off for a few years now and I still don't get this, which is probably the entire reason I constantly hit a wall at around level 70-80 (if I make it there) and inevitably, the reason I end up leaving for another few months on end.

That's what the gameplay help section is for. Drop in, we have cookies.
That's the (symptom of the) problem, though. Yes, we have GHD, and wiki, and reddit (for those who can bear it), and all that's good if you are looking for explanation of some complicated situation/mechanics. Item mods should not fall into that category, that's what Ygidua and frenzul were talking about. Heck, I'm still unsure sometimes about how mods work, and I've played this game pretty regularly from the end of OB...
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
"
frenzul a écrit :
"
Ygidua a écrit :

But also item descriptions confuse me, physical damage, ok, but to what? My Bow, my spells, my minions...? The passive tree is full of stuff, that I don´t fully understand and how it might affect me or my minions.


I've been on an off for a few years now and I still don't get this, which is probably the entire reason I constantly hit a wall at around level 70-80 (if I make it there) and inevitably, the reason I end up leaving for another few months on end.


I will admit that the %increased physical damage weapon mod is something that GGG has needed to fix for a long time. It does not work consistently in the way that, say, a %increased cold damage mod on a weapon does.

The former is local, and the latter is global, with NO indication anywhere that this is the case. You have to learn it through trial and error.

That absence of consistency is going to confuse any new player, guaranteed.
Wash your hands, Exile!
"
silumit a écrit :
That's the (symptom of the) problem, though. Yes, we have GHD, and wiki, and reddit (for those who can bear it), and all that's good if you are looking for explanation of some complicated situation/mechanics. Item mods should not fall into that category, that's what Ygidua and frenzul were talking about. Heck, I'm still unsure sometimes about how mods work, and I've played this game pretty regularly from the end of OB...

Not going to argue that, the game should have basic information inside, like the major rules 'four basic damage types', 'minions have their own stats and bonuses', 'linking two trigger gems to a skill will disable both' and so on. However, it doesn't and I just don't see it getting in there anytime soon.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Dernière édition par raics#7540, le 12 janv. 2017 à 05:30:14
"
raics a écrit :

Not going to argue that, the game should have basic information inside, like the major rules 'four basic damage types', 'minions have their own stats and bonuses', 'linking two trigger gems to a skill will disable both' and so on. However, it doesn't and I just don't see it getting in there anytime soon.


4+ years and still
- no name for placeholders like "secondary damage".
- "added damage" mods on items where even old players are wrong whenit comes to if they count towards spells
- hybrid affixes added together on item descriptions
...

chris found it a good idea once on reddit to have all item's properties dumped to the win clipboard on ctrl+c separately, showing hybrid affixes so tools can be made easier and less error prone.

the feature never came and i would really have an elaboration why not. is it they don't want tools to work? is it they want item affixes to be remain foggy to appear interesting? i would go along with most explanations if there were any.
age and treachery will triumph over youth and skill!
"
vio a écrit :
"
raics a écrit :

Not going to argue that, the game should have basic information inside, like the major rules 'four basic damage types', 'minions have their own stats and bonuses', 'linking two trigger gems to a skill will disable both' and so on. However, it doesn't and I just don't see it getting in there anytime soon.


4+ years and still
- no name for placeholders like "secondary damage".
- "added damage" mods on items where even old players are wrong whenit comes to if they count towards spells
- hybrid affixes added together on item descriptions
...

chris found it a good idea once on reddit to have all item's properties dumped to the win clipboard on ctrl+c separately, showing hybrid affixes so tools can be made easier and less error prone.

the feature never came and i would really have an elaboration why not. is it they don't want tools to work? is it they want item affixes to be remain foggy to appear interesting? i would go along with most explanations if there were any.


Better go post on reddit, then.
Wash your hands, Exile!
"
gibbousmoon a écrit :

Better go post on reddit, then.

i already do and got more dev answers from there than from here.
age and treachery will triumph over youth and skill!
"
vio a écrit :
"
gibbousmoon a écrit :

Better go post on reddit, then.

i already do and got more dev answers from there than from here.


Right, that was my point.

It was an indirect jab at GGG. :P
Wash your hands, Exile!
Game design mistakes in POE.
I dont want to repeat PT elaboration theses about gameplay, since gameplay is a matter of taste. Optimization and balance is also a matter of time. But game design mistakes break your business!
1. In POE almost absent collective content. 99% of the time POE is a single player game! So why POE online game? There is no reason to unite for players except guild stash! Must be valid reasons to play POE in party.
2. Each league die in its middle. All the gameplay is about rush for challenge. So after challenge POE has no good content to continue.
3. Passive skill tree is a great part of POE. But it has a bad side - no difference between classes! Each class must be unique and have its own gameplay for repeat playing. It should be possibility to play on the armor, evasion, life, energy shield, etc. But POE has a very few playable core builds especially in hardcore.
4. Trade system is a great part of POE. But after implementation сhallenge players leave league and trade stops. Also GGG does not have its own trading server. May be you need to do the offline trade, when stuff in prem tubs just change for currency. So online players will be able to buying and play whole league.
5. POE gives too much crap loot. It takes players time and making the looting not fun. You can simply turn off all crap loot and it will be much better.
6. POE PVP is pro forma, as the main importance is the price of equipment. Normal PVP in the range from ~10с to 1000ex just impossible! So if you dont want to do premade PVP you have to develop a balanced weight for each stuff and pick rivals by stuff weight. Otherwise PVP actually dead.
7. Invisible mobs on dark locations - what is it?! Is it so difficult to add a contrasting frame to mobs?
8. IMHO large translucent location map is bad thing too. When we rush content in POE style, we have no choice in dark locations and turn on bad looking map.
9. Flask system is not good to. It potentially force players to use macros and autoclickers.

All these things reduce the number of POE players, who want and dont play in party, dont play after challenge, dont play the same builds, dont trade in dead league, dont looting, dont PVP, dont see mobs, dont use autoclickers.
Dernière édition par Max_ak#2633, le 1 févr. 2017 à 08:33:54

Signaler

Compte à signaler :

Type de signalement

Infos supplémentaires