Bad mechanics and player retention -core mechanics that need a major rework
" limited stash tab space and general laziness and trolliness. I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. |
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" Nope and Nope. I was among the first 10k or so people gaming online back in 95. Also might want to re-read what I said. |
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" Well GGG balanced end game with the assumption that you will get all of the better/best gear options for your character. They need to pick which path to take, not be schizophrenic about it. |
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Tonns of this topics about life is shit.
There is just one reason. Most important players base for GGG - is powercreepy conformist metaslave tonn-of-playtime-guys (at past, at least), who have better scaling and options/clear speed playing ES (for simple reasons). They pay. They give online. They braggin on youtube and twitch polularazing their view on game ("play fast and effective"). And game itself to some extent. So, GGG is far less care about noobs and life-melee romantics, they are not so important. First ones will "see reason" eventuality and go ES, last ones too few. At the end, this is just buisness model, not even balance issue itself. It mean, life will never be even near as good as ES. Its simply intended for lower-tier players, so to say. You can get more (in long term) $ from ES guys, then life guy. ES-way gives more active phase in game and system interactions are longer. Expections just proves the rule. I may be wrong, indeed, but its how I see it from my own experience in buisness, life and games. Последняя редакция: le_souriceau#5005. Время: 4 мая 2017 г., 03:40:25
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" Ya people complaining about XP loss are crybabies. If you dont lose something on death then you might as well just not be able to die, then whats the point? its not even a game anymore. Unfortunately as PT said, PoE is starting to cater to the casual player, but i seriously hope something like this never happens. Im 28 and people my own age even annoy me on how they want everything to be easy. They all seem to think they should be handed everything and never have to work for it, and that line of thinking is just getting more common. Gamers that like difficult content are a dying breed unfortunately. |
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" What does XP penalty provide to the game minus a way to deter players from enjoying dangerous content that pushes their build to the limits? There is a hardcore option available upon character creation for those who wish to be punished by dancing the lines of what their build is capable of. 21/05/18 - The beginning of the end of PoE
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" Please stop making sense. Softcore is a sandbox and EXP penalty is a way to punish death, but with so many glaring balance issues, connection problems at times, and mechanics set to one shot you instead of multi shot you, setting an arbitrary limit to EXP death penalty without addressing zerging at least is underwhelming game development to say the least. If you value your time, you're going to push for 100 the "easy" way doing content as safe as possible instead of making you test your character, your build, items and skillplay. Let me restate that: "This game being balanced and fair towards all playstyles is an illusin, Exile". What's more sad might be that it will take a lot more time to improve the lacklustre experience provided at times... PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...
Good to know "free speech" doesn't apply in any form or manner on the forums these days... |
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" I'm not sure if you're agreeing with me or not :P Going to assume you are agreeing. The current state of the game (with the insane XP requirements - and trust me at level 92 I am feeling them already) encourages you to only run content where you stand no risk of dying. I get on average 1% xp per map - if I die a single time I have lost my last 10 maps of progress towards leveling. That is absolutely insane. I would be alright if dying in a map forfeited my XP for that map. It just really sucks that the only time I even consider running content where I could fuck up and die is when I level because of how much time investment I lose by dying. 21/05/18 - The beginning of the end of PoE
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I also think the exp penalty should be a bit less harsh, making it 10% of the exp you already have as opposed to 10% of the exp to get to the next level. However, dying too many times weeds out the bad builds from the ok-great ones. I had a build this league which was failing miserably because of the way I built it. So what did I do? I identified the main issue with my build and began thinking about how to fix it. Guess what? I leveled from 84 to 86 in 1/10 of the time it took me to get to 84 from 83.
Life is also hard to get on acrobatics builds. Even with a belly, I was barely able to reach 5k life. The only 2 uniques I had were Atziri's slink boots (had 75 life) and Rat's Nest. I had life on all of my other pieces of gear. CI makes it really easy to get 6k ES even just using skin of the loyal. Just invest properly. Then as long as you clear fast, you actually don't die that often. |
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" The thing is though, I get comparable experience running easy T11 shaped strand as I do running T15 abyss. Because the strand map is easier I can play more sloppily and go faster which results in killing more mobs per minute so my overall experience per hour is around the same as what I earn in Abyss. In addition, there is the risk I could get gibbed by a particularly unlucky situation in the Abyss if I have rolled difficult mods onto it. This should not happen. Running harder content should always be the most rewarding way to progress. 21/05/18 - The beginning of the end of PoE
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