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

Leveling "process" is that you go kill stuff for EXP, which you can do, regardless of level, in accessible areas of A3 Merciless.

Or does Catacombs only spawn when RNG decides it should? Is there a roll to determine the EXP of Merc Dominus?

Spoiler
Yes, I know that the thought of even one clvl at 90+ by grinding Cats would be enough to make most people pull a Hemingway (in Ketchum), but that does not discount that it can be done, with zero risk and no worries about any RNG.
I believe what he means by rng in exp is that the rate at which you progress (in exp) is heavily influenced by what map drops.


Sure anyone can get to 100 if they go into bot mode and run catacombs 5000 times. But is neither enjoyable nor is it practical OR competitive.
Dernière édition par Saltychipmunk#1430, le 21 févr. 2014 à 14:33:16
My ability to level and grow my character should be gated almost exclusively by my ability to handle difficulty. If my character can steam roll through level 75 areas, I should be able to play them. The fact that my characters can all handle 74-75 (excluding bosses) maps but they are all stuck in 68-71 is ridiculous.

I play solo, and playing through maps, even with a currency pool saved over a few hundred hours, is basically not feasible. I have to stop and farm in order to have enough Alchs/Chaos/Chisels to play. And I haven't had very good luck in maps, so I've only made it to 73 maps once.

Again, I really think this is piss poor design. The devs claim that if we could access Shipyard all day, we would only do Shipyard and get bored. Well guess what? I'm fucking bored of 68 maps even more. At least if I could run Shipyard I'd have a chance of dying or leveling.

And that isn't even taking into account the fact that *most* players wouldn't be able to handle top end maps anyways. I sure as hell would lose a character or two trying to play 78s. But at least I'd be motivated to make a character that could handle them. I don't even bother anymore because I know I won't have the opportunity to even try.

Gating exp with item drops is the worst idea I think I've ever seen in game.
Team Won
Dernière édition par ggnorekthx#0419, le 21 févr. 2014 à 14:56:29
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ggnorekthx a écrit :
My ability to level and grow my character should be gated almost exclusively by my ability to handle difficulty. If my character can steam roll through level 75 areas, I should be able to play them. The fact that my characters can all handle 74-75 (excluding bosses) maps but they are all stuck in 68-71 is ridiculous.

I play solo, and playing through maps, even with a currency pool saved over a few hundred hours, is basically not feasible. I have to stop and farm in order to have enough Alchs/Chaos/Chisels to play. And I haven't had very good luck in maps, so I've only made it to 73 maps once.

Again, I really think this is piss poor design. The devs claim that if we could access Shipyard all day, we would only do Shipyard and get bored. Well guess what? I'm fucking bored of 68 maps even more. At least if I could run Shipyard I'd have a chance of dying or leveling.

And that isn't even taking into account the fact that *most* players wouldn't be able to handle top end maps anyways. I sure as hell would lose a character or two trying to play 78s. But at least I'd be motivated to make a character that could handle them. I don't even bother anymore because I know I won't have the opportunity to even try.

Gating exp with item drops is the worst idea I think I've ever seen in game.


+100!
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ggnorekthx a écrit :
My ability to level and grow my character should be gated almost exclusively by my ability to handle difficulty. If my character can steam roll through level 75 areas, I should be able to play them. The fact that my characters can all handle 74-75 (excluding bosses) maps but they are all stuck in 68-71 is ridiculous.

I play solo, and playing through maps, even with a currency pool saved over a few hundred hours, is basically not feasible. I have to stop and farm in order to have enough Alchs/Chaos/Chisels to play. And I haven't had very good luck in maps, so I've only made it to 73 maps once.

Again, I really think this is piss poor design. The devs claim that if we could access Shipyard all day, we would only do Shipyard and get bored. Well guess what? I'm fucking bored of 68 maps even more. At least if I could run Shipyard I'd have a chance of dying or leveling.

And that isn't even taking into account the fact that *most* players wouldn't be able to handle top end maps anyways. I sure as hell would lose a character or two trying to play 78s. But at least I'd be motivated to make a character that could handle them. I don't even bother anymore because I know I won't have the opportunity to even try.

Gating exp with item drops is the worst idea I think I've ever seen in game.


I've said this as well a few times myself and you pretty much hit on everything else that goes along with it. Leveling is the most basic of all character progression and should never, EVER, EVER be gated by RNG drops like it is in this game. Gated by difficulty that I would have to work my characters towards to be able to handle it in the higher level areas? That's fine. The way it is in this game right now...not so fine.
Let's keep in mind that the developers do plan on 10 acts of content. There will, eventually, be level progression via more difficult content, we just don't have that content yet.

Although, even with 10 acts of content, I can imagine the last 5 or so levels still being really grindy. I don't really have an issue with that. Especially if I didn't have to start repeating content in any appreciable way until clvl 90+.
"
ggnorekthx a écrit :
My ability to level and grow my character should be gated almost exclusively by my ability to handle difficulty. If my character can steam roll through level 75 areas, I should be able to play them. The fact that my characters can all handle 74-75 (excluding bosses) maps but they are all stuck in 68-71 is ridiculous.

I play solo, and playing through maps, even with a currency pool saved over a few hundred hours, is basically not feasible. I have to stop and farm in order to have enough Alchs/Chaos/Chisels to play. And I haven't had very good luck in maps, so I've only made it to 73 maps once.

Again, I really think this is piss poor design. The devs claim that if we could access Shipyard all day, we would only do Shipyard and get bored. Well guess what? I'm fucking bored of 68 maps even more. At least if I could run Shipyard I'd have a chance of dying or leveling.

And that isn't even taking into account the fact that *most* players wouldn't be able to handle top end maps anyways. I sure as hell would lose a character or two trying to play 78s. But at least I'd be motivated to make a character that could handle them. I don't even bother anymore because I know I won't have the opportunity to even try.

Gating exp with item drops is the worst idea I think I've ever seen in game.


Yes, thank you, you've laid down the problem very well here.

Now I agree with the Devs, don't just make it "Free" and limitless access to lvl 75-78 maps. There has to be some gating. It should cost you some effort, some currency even perhaps, but not to the current extent.

One fix that would not require all the mechanisms of the endgame to be changed would simply be to make the drop from the last mob in the map (so you need to clear the boss! AND the map) a equal or +1 level map. On the condition that none of such maps have dropped so far off course.

As OP of this thread, I'm really proud of this community. So much constructive feedback, really great. Thanks guys. Thanks GGG for reading.
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Sinnesteuer a écrit :
Let's keep in mind that the developers do plan on 10 acts of content. There will, eventually, be level progression via more difficult content, we just don't have that content yet.

Although, even with 10 acts of content, I can imagine the last 5 or so levels still being really grindy. I don't really have an issue with that. Especially if I didn't have to start repeating content in any appreciable way until clvl 90+.


The issue is, the "10 acts of content" is going to result in restructuring of the area levels and difficulties. I imagine that, after 6 or 7 Acts, there will be only one difficulty, and once you reach the end of Act 7, the area levels will be 67-68... so basically, no change to the real problem.

After the way they handled Act3x, including nerfing Lunaris by 2 levels and nerfing a few other areas like the Docks, I can't imagine we'll ever be able to just farm level 75 areas. Maybe I'm just being too jaded though, they really do do a great job in most respects.
Team Won
Dernière édition par ggnorekthx#0419, le 21 févr. 2014 à 16:34:50
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ggnorekthx a écrit :
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Sinnesteuer a écrit :
Let's keep in mind that the developers do plan on 10 acts of content. There will, eventually, be level progression via more difficult content, we just don't have that content yet.

Although, even with 10 acts of content, I can imagine the last 5 or so levels still being really grindy. I don't really have an issue with that. Especially if I didn't have to start repeating content in any appreciable way until clvl 90+.


The issue is, the "10 acts of content" is going to result in restructuring of the area levels and difficulties. I imagine that, after 6 or 7 Acts, there will be only one difficulty, and once you reach the end of Act 7, the area levels will be 67-68... so basically, no change to the real problem.

After the way they handled Act3x, including nerfing Lunaris by 2 levels and nerfing a few other areas like the Docks, I can't imagine we'll ever be able to just farm level 75 areas. Maybe I'm just being too jaded though, they really do do a great job in most respects.


They already did this. When they went from 2 to 3 Acts they got rid of one difficulty so there are only 3 now, not 4.

It is also a bit tricky to point at the acts when they said that they don't think they will release new acts that often, maybe one a year. That means we will have to wait a long time. So that is not really a point here.

I think making endgame interesting is propably the greatest challange for developers all across the board. To be fair I don't really think that the map-approach is a bad one, however I think instead of forcing too many changes upon maps they might considering adding another option of endgame content besides maps, since the only real alternative that is avaible are piety/dominus runs which might be profitable but boring as hell.
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ggnorekthx a écrit :

The issue is, the "10 acts of content" is going to result in restructuring of the area levels and difficulties. I imagine that, after 6 or 7 Acts, there will be only one difficulty, and once you reach the end of Act 7, the area levels will be 67-68... so basically, no change to the real problem.

After the way they handled Act3x, including nerfing Lunaris by 2 levels and nerfing a few other areas like the Docks, I can't imagine we'll ever be able to just farm level 75 areas. Maybe I'm just being too jaded though, they really do do a great job in most respects.


Yeah I don't get why some people keeps saying "we are going to have more acts and it will be eventually easier to level up/more powerful gear will come, etc.".

GGG has never been in favour of power creep of any sort and has always said they will be restructuring difficulties to fit the new content outside of whatever end-game there is (maps for now, and any other additional system that may be used in the future).

This is one of the policies which I believe are spot on (never been a fan of this way of balancing stuff, accomodating for new players, etc.). And while NEVER is a long time, I'm almost certain we are not going to see any major shift in this regard as it was fine tuned during OB and final adjustments made for full release (which were minor in any case, the biggest one being an additional layer of lvl 78 maps, to accommodate probably how 'easily' is to reach lvl 100 or add additional difficult content; and a similar adjustment outside of maps).

The last time there was an important change in this regard was in the transition from CB to OB and is for obvious reasons (rise up the 'soft cap' and adjust both item progression and mob difficulty).

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