It's time to remove the Town Portal scroll

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Baron01 написал:
I would not mind having a button that could call portal out and remove portal scrolls.

You already have that...
vendor should sell portal scroll in A9
Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302
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Cyzax написал:
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Baron01 написал:
I would not mind having a button that could call portal out and remove portal scrolls.

You already have that...


This is not the same as having buil-in UI element call portal out. My statement is correct just add "and portal skill gem" at the end of the sentence.

Ability to return to town or hideout should not be linked to consumable item that must be picked up or a rare skill gem that is even more annoying to use than a scroll.
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North2 написал:
Scroll of Wisdom does actually have some function. It's a good compromise between having to go to town to ID everything and being allowed to ID every single item that drops. Both of these systems do not fit well in PoE's system. There might be a better system out there, but I can't really think of any off the top of my head that can work in PoE.
Well, it fits fine for me. What is it about identified drops that doesn't fit for you?
As game design, IDing items should be something that's strongly encouraged to be done at a separate time from fighting in ARPGs. It's the 'checking the booty' stage after you clear a map. Going back to your town or hideout gives you this sense of coming back to your 'comfort zone' where you get to see if you hauled back anything of value.

Having items dropped IDed works in RPG games like, say, Legend of Zelda or Xenoblade Chronicles since each individual battle is more drawn out and feels like individual battles. PoE does not share that feeling, nor does any ARPG game that I know of. APRGs are fast-tempo hack'n'slash and I don't remember the last time my brain registered each pack of mobs as individual encounters. For pretty much everyone, each map is where they make that distinction. You fight, fight, and fight some more until you're forced to go back to base for one reason or another, at which point you check what you've looted and then go back to fight some more.

This fight-rest-fight feeling is an important characteristic of every RPG, and once you start muddling the two phases together it makes a worse playing experience.
www.twitch.tv/Sushin for various games, generally laid back
This seems like circular logic to me. It turns out that certain behaviours are more efficient in POE (ie. do most item checking after clearing a map), therefore that's what "pretty much everyone" ends up doing in POE, therefore that must be some kind of rule about how to satisfy the brains of POE gamers, therefore that's the structure that's maintained as efficient in POE, and repeat. If the structure of POE was different, the common expectations would differ in turn, they aren't divine rules of game design.

Either way, if we're going to speak about things as personal as "what my brain registers", could we speak for ourselves, not "pretty much everyone"?

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North2 написал:
You fight, fight, and fight some more until you're forced to go back to base for one reason or another, at which point you check what you've looted and then go back to fight some more.
Yes, and that's also true in games (like the wonderful Grim Dawn) with no ID mechanic. You fight, picking up items as you go, until you feel like doing some other task. Maybe your pack is full and you want to go back to clear it out, check what you found and sell what you don't want. Maybe an important crafting material you'd been looking for dropped, or a unique you want to swap to another character, or you completed a bounty quest and want to start another one.

You're absolutely right of course: there is value in downtime, in that comfort zone, in varied pacing. But it's a mistake to conflate different things by assuming that "identifying items" is somehow the only way for a game to achieve that.
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GusTheCrocodile написал:
Neither of the scrolls should exist. They're just busywork.


I couldn't agree more!
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens
My QoL List: https://www.pathofexile.com/forum/view-thread/3279646
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GusTheCrocodile написал:
This seems like circular logic to me. It turns out that certain behaviours are more efficient in POE (ie. do most item checking after clearing a map), therefore that's what "pretty much everyone" ends up doing in POE, therefore that must be some kind of rule about how to satisfy the brains of POE gamers, therefore that's the structure that's maintained as efficient in POE, and repeat. If the structure of POE was different, the common expectations would differ in turn, they aren't divine rules of game design.

Either way, if we're going to speak about things as personal as "what my brain registers", could we speak for ourselves, not "pretty much everyone"?

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North2 написал:
You fight, fight, and fight some more until you're forced to go back to base for one reason or another, at which point you check what you've looted and then go back to fight some more.
Yes, and that's also true in games (like the wonderful Grim Dawn) with no ID mechanic. You fight, picking up items as you go, until you feel like doing some other task. Maybe your pack is full and you want to go back to clear it out, check what you found and sell what you don't want. Maybe an important crafting material you'd been looking for dropped, or a unique you want to swap to another character, or you completed a bounty quest and want to start another one.

You're absolutely right of course: there is value in downtime, in that comfort zone, in varied pacing. But it's a mistake to conflate different things by assuming that "identifying items" is somehow the only way for a game to achieve that.


I'm not following why you think it's circular logic with the reasons you gave. It has nothing to do with efficiency.

I have not played Grim Dawn so I cannot say for certain, but PoE is unique even among ARGs in the amount of loot that drops. If every item drops IDed, you can and will spend a non-negligible portion of time reading the text of items to see if they're worth picking up. Hell, we have loot filters now just so we could ignore some of it and that's with items being unIDed.
www.twitch.tv/Sushin for various games, generally laid back
Последняя редакция: North2#2026. Время: 3 апр. 2018 г., 12:52:13
Although I don't like the constant oversimplification of quite any mechanics in the current generation of hack'n slash but I have to say that I agree with the OP. I can scratch my head but I don't see any point of keeping a system of tp scroll (even if i've got a particular affection for it, D2 you know) it's just one more thing to grind for no benefit except having the right to go back to town.

There can be an interest for HC but other than that it's just a useless worry, using a gem for that is just a bit annoying especially when you want to optimize all your stuff at high level, it shouldn't be an element to think about. An item such as a charm you keep in your inventory could do the job.
📜My hideout thread : https://www.pathofexile.com/forum/view-thread/2542497
Anyone that thinks both ID scrolls and portal scrolls serve no purpose in the game, don't even understand the basic foundation of currencies and how they work in this game. Therefore, they should not be suggesting to remove them.


https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.

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