RNG vs hard work system
" You are completely contradicting yourself. You say you should be guaranteed to get one of the top items after 7 to 30 days of hard work. You then say that end game should be about playing to improve your gear. Don't you get it? If they gave you the guaranteed improvement, instead of RNG wishing for improvement, the endgame would be dead because you would have no improvements to look for! Just how much time would you spend playing if there was absolutely no gear upgrades possible? The current system is the only one that makes playing endgame worthwhile because that damned RNG seems to always leave you needing better gear. | |
99% of the reason I play POE is just that I don't need to invest tons of time to be able to find good gear,I love farming ledge knowing that I might just get an exalt drop etc. but If the game was based around killing the hardest bosses I would quit.
Also IF you were able guarantee good drops from some many certain boss kills RMT would increase as people who can get these kills would simply see their items to the people who can't (i'm assuming that GGG will never ever introduce spellbound) |
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I think a lot of people forget that hard work does pay off. In the form of chaos turnins and when you get tons of rares and just sell them off for alterations that turns into jewelers then to fusings then to exalts. I have never gotten a mirror and the best item for me to drop was a BoR. That doesn't mean I don't have great stuff, I got it all from "hard work".
I decent MF character doing a lunaris run should be able to get 2-3 fusings worth of currency drops and selling. so maybe 15-20 runs gets you an exalt. That doesn't count any RNG that happens along the way. So "hard work" does pay off, although I would like to see a better payout system in place I really don't think there would be a good one beneficial for all so for now I think the current system is great. None of these dropped for me, I bought with hard work, you can do it. MY SHOP THREAD 485102
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I hate RNG as much as anyone, but that is what keeps the game going. Yes, POE took RNG to a level I've never experienced before, but it is what keeps the game interesting. You'll hate RNG until you find something great, then you'll remember why you love it.
It is a love/hate relationship. |
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" IGN: SplitEpimorphism
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" And that's the problem... it's all too often all or nothing. The game needs more middling rewards. The developers clearly recognize this, but it remains to be seen whether the upcoming changes to uniques will fix anything. |
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" What's needed is fewer "trash" mods (alternatively, more viable mods) on gear, so that gear choices are less one-dimensional. Finding a good arrangement of gear from a chaotic set of drops can be fun. Vendoring everything that's not life+resists gets old. IGN: SplitEpimorphism
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" I would tend to agree - a system is broken if we're only looking for stuff with life+resists - it says to me that the game doesn't provide an adequate alternative to relying on stacking these from gear. Passives of course are an option - but who wants more "path of life nodes"? It's bad enough already. Why do we need so much life and resists anyway? Oh yeah, going through Normal -> Merciless difficulties forces us to take a steep resist penalty as we progress, so what little we get from passives is never enough, it has to come from gear. Dropping the resist penalty a little would help. More ele resist from passives probably a good idea also. As for life, we need lots of life in the end game because we get reamed by elemental damage and even capped (well.. 75-85% capped, that is) resists doesn't always guarantee survival. High phys damage can also take us out with the one-shot bosses in maps - again, this is why we stack life as a last gasp mitigation and since we don't want to die in Hardcore, we place *lots* of value on life without even questioning "why?". Maybe if more gear rolled life and resists, or we got more from passives [EDIT: not more nodes I mean, just increase in +flat and +percent for existing - yeah, even though this was already nerfed but I think we can thank Kaom's heart for that, can't we? Not everyone has Kaom's, though - it's the top 1% screwing it for the other 99% as usual]; the "lesser" mods would start to interest us more and actually bring some *interesting* mechanics into play. I personally hate that I vendor anything that isn't at least dual resist + life + increased defences - how did it come to this? Timezone: GMT +10 (Australia). CASUAL player but I play whenever I can. Последняя редакция: systemdown#7535. Время: 23 мая 2014 г., 00:47:49
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I love "hard work" systems. Realm Points in Dark Age of Camelot and the PvP rewards in WoW were way more fun than raiding for random uber loot ever was in those games.
If the race schedule wasn't so fubar, I would be doing a lot more of that too. |
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" There is a "hard work system" like that already in place. It's called trading. If you farm for any significant length of time, you're almost guaranteed to get a few chaos orbs along with a bunch of jeweler's, alterations, etc. Not to mention junk items that can be vendored for more of those low currencies. If you don't get lucky and just FIND the item you want or even anything worth several exalts, the "hard work" option is to save up all those smaller drops and trade them for what you were looking for. It's almost guaranteed that SOMEONE will be selling it. Probably someone will even have one with the exact links and colors you're looking for, though you may have to pay a lot more |
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