PoE is punishing, not difficult. Video to clarify the difference.

It would also be a good way to get rid of this alt+f4 nonsense once and for all.
I really like the idea. It would ensure that even in standard people really don't want to die and at the same time not hinder their progress.

But it's probably true, build-diversity would suffer.
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ScrotieMcB a écrit :
items should have irreparable durability which diminishes as you die. This would have added a gear sink to Standard which it desperately needs, and create an interesting economic distinction between damaged and undamaged items... but most importantly, a small number of deaths on a self-found character would essentially go unpunished. (Those who intend to resell their items after use would probably get less for them if they die, helping correct self-found vs trade-heavy balance.)


I used to feel like we need some type of gear sink, but then I realized the strongest gear sink is right there in front of us, and it also happens to be what keeps ARPG's fun and interesting.

Re-rolls. Not only do they reset the "loot becoming progressively worse" loop, they also make players put good gear into their alts instead of up on the market.

Now on topic:

It's easy to look at a video and go "see this video, it's proof the game is bad" without actually pointing out the flaws. Generic accusations lead us no-where, we need to surgically diagnose and remove the problems instead of telling the patient "you're fucked mate". Time lost due to completely unexpected deaths is inevitable in hardcore, and a penalty must exist in softcore.

GGG must gather data on mobs and places that kill people the most, and give players more time to react in those situations. Though I wouldn't touch the Hailrake fight as much as I would the Dominus fight, due to the potential of time lost (the further the game is, the more time invested).
Dernière édition par Novalisk#3583, le 4 févr. 2014 à 07:01:57
Rerolls are not technically a sink. A sink consumes items, removing them from the economy; equipping gear on characters does not sink the gear. (Neglecting a character in such a way that the character is never played and the gear is never stripped for reuse/resale is a sink, and rerolling can help make such behavior more common, but it's a separate concept and not guaranteed to occur when rerolling.)
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Dernière édition par ScrotieMcB#2697, le 4 févr. 2014 à 03:46:26
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ScrotieMcB a écrit :
Rerolls are not technically a sink. A sink consumes items, removing them from the economy; equipping gear on characters does not sink the gear. (Neglecting a character in such a way that the character is never played and the gear is never stripped for reuse/resale is a sink, and rerolling can help make such behavior more common, but it's a separate concept and not guaranteed to occur when rerolling.)


Of course, GGG must make finished builds worth playing around with (so players don't strip them), while still encouraging players to use nice gear on their alts instead of placing it up on the market.
Dernière édition par Novalisk#3583, le 4 févr. 2014 à 04:55:59
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Regarding the whole "mediumcore" thing: I firmly believe that XP penalties shouldn't be in the game at all, and items should have irreparable durability which diminishes as you die. This would have added a gear sink to Standard which it desperately needs, and create an interesting economic distinction between damaged and undamaged items... but most importantly, a small number of deaths on a self-found character would essentially go unpunished. (Those who intend to resell their items after use would probably get less for them if they die, helping correct self-found vs trade-heavy balance.)

Agreed and I also would suggest make orbs far more common+better vendor receipes like old chaos with better orb drops in cruel/merciless.And make them fade after 1 week.
This way there is an upper limit how rich a player can become and all other orbs will just poof.
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Hilbert a écrit :
Agreed and I also would suggest make orbs far more common+better vendor receipes like old chaos with better orb drops in cruel/merciless.And make them fade after 1 week.
This way there is an upper limit how rich a player can become and all other orbs will just poof.


And poop on all that play on weekends only, eh? :)

Instead of having little they will have nothing, to make playing that way feasible orbs would have to drop like bird droppings. Nah, I'm afraid not, people love their shinies, the only game where you lost your gear permanently on a regular basis was Nox and the difference between a good sword and an awesome sword in that game was 10-20 additional fire damage.

It's pointless, futile and self-destructive trying to limit player wealth, making wealth meaningless works much better, what use do you have for 50 million gold in skyrim?
Wish the armchair developers would go back to developing armchairs.

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Have to agree.
PoE is really rather punishing than difficult.

- Crazy dmg spikes (often you can't tell why smth hits like a truck)
- Inconsistent difficulty (Act3X, Map bosses)
- Only 1 real way to play the game (stacking life and defence)
- Frustrating crafting system (there is no crafting tbh, you pile up currency and buy what you need, since that's the only way the game is not punishing in terms of equipment)
- Additionl difficulty through fps drops
- High lvl map drops (there are no high map drops)
- Game isn't enjoyable without massive IIQ/IIR
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Dernière édition par Darkrox#0968, le 4 févr. 2014 à 04:43:45
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Darkrox01 a écrit :
Have to agree.
PoE is really rather punishing than difficult.

- Crazy dmg spikes (often you can't tell why smth hits like a truck)
- Inconsistent difficulty (Act3X, Map bosses)
- Only 1 real way to play the game (stacking life and defence)
- Frustrating crafting system (there is no crafting tbh, you pile up currency and buy what you need, since that's the only way the game is not punishing in terms of equipment)
- Additionl difficulty through fps drops
- High lvl map drops (there are no high map drops)
- Game isn't enjoyable without massive IIQ/IIR


1. I do think damage spikes need to be relaxed.

2. Map bosses contextually make more sense being difficult than easy. In CB Vaal was considered the toughest boss, he was on a 68 map. Meanwhile Lord of Bows was a 69 map boss and most people didn't even realize they had faced him.

3. If you put just life, I could counter it with defensive measure but you just said EHP as a whole and I'm not sure what you expect. While I'd like glass cannons to be viable there will never be a time where EB/CI builds will be viable, you need some EHP.

4. There's tons of crafting going on. It's how I, and many people generate wealth. Alching high level items and the more rich will make mirror worth items. Alching is not expensive to do and turns me a good profit.

5. If the complaint is desync, whatever. If it's the fact the game is online, well, you knew what you were getting into.

6. High lvl maps drop.

7. For me the game is only not enjoyable when I'm MFing
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ScrotieMcB a écrit :

Regarding the whole "mediumcore" thing: I firmly believe that XP penalties shouldn't be in the game at all, and items should have irreparable durability which diminishes as you die. This would have added a gear sink to Standard which it desperately needs, and create an interesting economic distinction between damaged and undamaged items... but most importantly, a small number of deaths on a self-found character would essentially go unpunished. (Those who intend to resell their items after use would probably get less for them if they die, helping correct self-found vs trade-heavy balance.)

That would just make standard league much more frustrating than what it is atm for a lot of people.
That would discourage them to try new builds since they don't know if they are gonna damage their items or not, etc ...

Quite terrible idea in my opinion.

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Darkrox01 a écrit :
- Additionl difficulty through fps drops

Definitely an intended design !

://.
Seriously, that'd be nice if people would stop that design, the game is not well optimized on many points, but that has nothing to do with the video and the topic, since it's not a matter of design.

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Darkrox01 a écrit :
- High lvl map drops (there are no high map drops)
- Game isn't enjoyable without massive IIQ/IIR

Wait ... I know that you didn't implicitly linked those two but ... you are aware that IIQ/IIR has no impact on high maps, right ?
Because it's weird you know, for some people ... they actually do drop.
And thus to progress ( in term of content ), you don't really need MFing, of course your build will seem weaker ( gear is part of the build here ) when map level raises, but that's because GGG doesn't want the whole content to be easily accessible.

SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Dernière édition par Fruz#6137, le 4 févr. 2014 à 04:57:09
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ScrotieMcB a écrit :
items should have irreparable durability which diminishes as you die


Considering how painful is to gear if you don't trade I think that a lot PPLs would just leave. I for sure, even if I die rarely.

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ScrotieMcB a écrit :
This would have added a gear sink to Standard which it desperately needs, and create an interesting economic distinction between damaged and undamaged items...


There would be no need for item sink, if not for economy and such retarded "inventions" like mirror.
Anticipation slowly dissipates...

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