I gambled and lost. My views on PoE and its randomness

"
SL4Y3R a écrit :
"
ShaeG a écrit :
I cannot think if a single excuse why at leastone map should not drop of equal or higher lvl each 1-2 map runs... having low lvl map or even no map drop in lvl 76-78 map is just bullshit


Because people would just run white maps.


and. how. is. that. a. bad. thing?!

solution? quality also provides exp bonus. noone ever would run white maps after this change

make 78 maps harder TO PLAY instead of making them HARDER TO GET. currently entire difficulty is in the RNG gating. not in the map difficulty (boss skipping aside).

this is terrible design
"
SL4Y3R a écrit :
"
ShaeG a écrit :
I cannot think if a single excuse why at leastone map should not drop of equal or higher lvl each 1-2 map runs... having low lvl map or even no map drop in lvl 76-78 map is just bullshit


Because people would just run white maps.
As opposed to the current system of either grinding and gearing a character you don't actually want to play just to farm them, or forking out a ton of currency to purchase them?

Just my opinion, but I feel like at the very least, maps should be safe from the 100 layers of RNG, so people can at least level if they're poor. Seems like a poorly made game to me if an average player can't actually access content without devoting a ton of extra time or effort to ensuring that they can afford to do so.
There should be a guaranteed result when it comes to linking and socketing up to a 5L/5S. The fact the game is balanced around having a 5L in maps.

They need to introduce a recipe that costs more than the odds of gambling one. A 6L should only be attainable through using fusings manually though.

It also should only work on white base items.
Dernière édition par Worldbreaker#6569, le 21 févr. 2014 à 02:35:12
"
Worldbreaker a écrit :
There should be a guaranteed result when it comes to linking and socketing up to a 5L/5S. The fact the game is balanced around having a 5L in maps.

They need to introduce a recipe that costs more than the odds of gambling one. A 6L should only be attainable through using fusings manually though.

It also should only work on white base items.


So no more 6L uniques? LEGACY!
IGN : Ericaa
My Store! /108685
My Rain of Arrows Evasion build guide! https://www.pathofexile.com/forum/view-thread/791798
Twitch! http://www.twitch.tv/samfishersam
"
linkstatic a écrit :
"
Worldbreaker a écrit :
There should be a guaranteed result when it comes to linking and socketing up to a 5L/5S. The fact the game is balanced around having a 5L in maps.

They need to introduce a recipe that costs more than the odds of gambling one. A 6L should only be attainable through using fusings manually though.

It also should only work on white base items.


So no more 6L uniques? LEGACY!


You could get a 6L by manually rolling one, just like now.

It doesn't matter, I posted the same thing on reddit and got 12 downvotes in 10 minutes. Personally I have not had issues like the OP, but seeing these posts frequently makes me feel like something should be done. A 5L shouldn't be as difficult as it has been for the OP.

On second thought, my guild had a cursed astral plate that took over 1500? jewellers to 6S. At first it was depressing but then became humorous once it was over 1000.
Dernière édition par Worldbreaker#6569, le 21 févr. 2014 à 03:44:24
I am half way out the door, because of RNG crafting and desync.

A few posters made a decent point as to having a farming character to efficiently build up gearing and/or improve your odds. I personally don't believe I should have to level a character becuase its farming efficient to gear my other characters. Just another symptom of how the game mechanics are broken.

Don't play a few builds/classes up to 70 something; you either spend an exponential amount of time on one character to get far less or build a farming charcater just to allow upper level gearing. Time sync is not skill or fun.

Folks comment about the learning curve being difficult, I found it enjoyable at first.
Your first character or two might not be specced properly; reroll all the skills, but to learn that and get up towards 70 only to learn that you should have made a farmer as your first charcter to open the game up in general is simply insane.

The exponentially increasing amount of xp to level from the old days of D&D was at least a known goal even if daunting, but having that as well as random loot and crafting drops that have no measurable marginal returns is sad.

Exiled from playing viable builds, because you have to farm on other ones and constantly trade are bad mechanics.

Here's a bit of business reality. Some of the money folks might donate to you is going to currency sites. Why you ask? To be honest there will always be some of that, but when you can spend 50 to 100 hours for a very small or perhaps no reward, you create an atmosphere where $20-$40 bucks buys a lot of currency to simply buy your items and save your time from the parts of the game most folks either hate or find the least enjoyable aspects of PoE. I personally would rather see that money going to rework the desync coding issues and in your pockets.
"
sidtherat a écrit :


and. how. is. that. a. bad. thing?!

solution? quality also provides exp bonus. noone ever would run white maps after this change

make 78 maps harder TO PLAY instead of making them HARDER TO GET. currently entire difficulty is in the RNG gating. not in the map difficulty (boss skipping aside).

this is terrible design


I've been saying that for months.

- Make harder maps yield more exp., probably map IIQ related.
- Maps yield much less experience by default, I haven't really got into the depth, but with 150% IIQ on map, you'd get the experience you're receiving with this system
- You can choose any map to play on any map level (ex. Gorge, 78 lvl map), that way, the variety of content wouldn't be forced like it is now.
- If one can handle the content, he can play it, regardless of his luck/currency


And yes, it's a PoE player's complex, "You want to roll Shipyard all day, wtf".

Luck based leveling system is the worst thing in the gaming history, if I can get an answer from GGG why have they made it like that...
"
tinko92 a écrit :
"
sidtherat a écrit :


and. how. is. that. a. bad. thing?!

solution? quality also provides exp bonus. noone ever would run white maps after this change

make 78 maps harder TO PLAY instead of making them HARDER TO GET. currently entire difficulty is in the RNG gating. not in the map difficulty (boss skipping aside).

this is terrible design


I've been saying that for months.

- Make harder maps yield more exp., probably map IIQ related.
- Maps yield much less experience by default, I haven't really got into the depth, but with 150% IIQ on map, you'd get the experience you're receiving with this system
- You can choose any map to play on any map level (ex. Gorge, 78 lvl map), that way, the variety of content wouldn't be forced like it is now.
- If one can handle the content, he can play it, regardless of his luck/currency


And yes, it's a PoE player's complex, "You want to roll Shipyard all day, wtf".

Luck based leveling system is the worst thing in the gaming history, if I can get an answer from GGG why have they made it like that...


luck leveling..nice phrase but describes poe endgame perfectly

btw and make maps HARDer than current implemwntation so people cannot realy buy their way into the top with meh character

would love 78 underground sea..
When discussing maps, what makes one any "harder" than another, in an objective sense, that is applicable to all builds?

See, some maps/bosses/mods are total cheese for some builds, and nightmares for others. One group perceives a map to be faceroll easy, the other won't even touch it.

Just pointing out some inherent issues related to the suggestion to "make hard maps more rewarding". I'm pretty sure they already do, as higher level maps do net more exp.
"
Sinnesteuer a écrit :
When discussing maps, what makes one any "harder" than another, in an objective sense, that is applicable to all builds?.


Damage multiplier affixes do increase difficulty for ANY build out there (OFC if you are almost invincible ie. AA tank with big buffer and good leech/regen to counter DoT damage, the increase is barely perceptible, but still is there). Extra damage, extra damage as an element, -max resist, to a lesser extend, haste mod (+temp chains), etc.

And that's why they are usually the most dangerous, specially coupled with bad mob rolls. An other one is USUALLY (again, depends on what mobs you roll), multiprojectile mods.



There is so much GGG can do, but the valuation of map difficulty (and the according potential rewards) could be much more complex that it's right now (although some stuff should have to be prerolled before the actual use of the map, so this is probably more complex technically than it may appear), looking at hidden variables like what sort of mobs spawn in the map etc. The current system is sort of some placeholder, which is not technically taxing because is rather static. This should be very down in the backlog, but still should be improved on the long run.

Signaler

Compte à signaler :

Type de signalement

Infos supplémentaires