0.9.9 Patch Notes

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thepmrc wrote:
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dyneol wrote:
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Finnien wrote:
There was one thing I was hoping to see, more than anything, that isn't present - changes to the fusing/crafting system. My biggest concern is currently the orb system. I like some randomization in items and gameplay, but the current system can drive me to hate myself, the game, and anyone who happens to be within a hundred yards of me. I've gone 70 levels and not seen a single orb above Chaos, then when I *finally* get a Regal orb and apply it... it adds a single stat to an item that's absolutely useless. I get a six-socket saint robe, blow 100 fusings on it, and end up with no 5-6L result. I blow *another* hundred fusings, get a 5L... and sit there unsatisfied because it's not a 6L, but I'm worried that I could invest another 200 fusings and end up worse than I was before.

I think that's really my biggest problem - the ability to invest truly staggering amounts of time and resources, and end up worse off than when you started. The amount of bitter dissatisfaction and disappointment this generates cannot be overstressed.

The orb system seems like it should be a way to lessen randomness and allow people more control over their items. Instead, it seems like it's the opposite - a massive resource sink of dissatisfaction for all but the top few massive farmers rolling in orbs. Others mileage may vary.

Now, a final comment - I love the game. The skill system, the passive tree, the complexity of builds available, the gem leveling - I really enjoy the game design in every aspect EXCEPT the regal/exalted/fusing system. I'll still play the game come open beta/release, even if nothing changes. But the massive randomness that has me spend dozens or hundreds of orbs and leaves me with something worse than I started - that's what keeps the game as merely good, and not truly great, from a personal standpoint.


Other than that - great patch notes ! :)


So you are upset that it is hard to win the lottery? Maybe adjust your expectations and you will not be so disappointed.

I am not upset. It should be hard to "win the lottery" in a loot centric game, ofc. But items should not get worse when using an expensive orb on them. They are a couple of interesting proposals to fix that issue in this thread already.
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thepmrc wrote:
So you are upset that it is hard to win the lottery? Maybe adjust your expectations and you will not be so disappointed.


Agreed.

The system like the game is meant to be a grind. It's not supposed to be easy to get a 5 or 6 link. It's supposed to be crazy hard, and make you hate life. It's like this because the end justifies the means. This isn't welfare epic time, get over it.

+1 for sandbox gaming.
IGN: Stripper_Steve

Last edited by chamillion#2301 on May 8, 2012, 4:59:54 PM
9:01am Wednesday (NZST) - Time in Wellington, New Zealand

Patch time ladies !
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dyneol wrote:

I am not upset. It should be hard to "win the lottery" in a loot centric game, ofc. But items should not get worse when using an expensive orb on them. They are a couple of interesting proposals to fix that issue in this thread already.


I have read a lot of discussion on the topic, and even some rather good suggestions. However, I really feel the mechanics are good as is. It is very frustrating burning through orbs without meaningful results, but that is what makes attaining the desired result so awesome! These currency orbs are controlled rolls on the base items of your choice and should be exactly as if the item was just dropped again with new sockets/links/mods depending on the orb used. The system is implemented just like this, and is working perfectly imo. I am not against the 'chance to add' type mechanic that has been suggested for jewelers/fusing but do not feel it is in anyway necessary. The jeweler one is especially difficult due to the fact that it would have to also randomize the colors and links in the item to have a chance to add a socket, so it would still frustrate people....
I am not necessarily agreeing with anyone that's talked about the subject thus far but there is an argument to be made about "Fusing Hell". It would be nice if it were less hell-ish and maybe more skill dependent. Not easy to imagine a suitable system for that though so I perfectly understand why fusing is the way it is. The point/argument still stands though.

There is plenty of other kinds of grinding you need to do in this game - honestly think it would be nice to not have to grind fusings or at least have to get an obscene amount. I got into closed beta quite early and I have yet to see a linked 6 socket. Granted I play only hardcore which is less people, naturally reducing the chances but regardless... I don't even see linked 5s remotely often. All the linked 5s I've found were not for my class/build/not mine even in terms of ownership.
IGN: Cadenza - Account Name
SheHulkPoRN - Critical Staff Sweep
ExquisiteVaginalPoker - 1h Axe/Shield Cyclone (Bringer of Rain)
LollipopCamelTOE - 2H Axe Cyclone
(Closed Beta since August 4th, 2011)
Last edited by Cadenza#3170 on May 8, 2012, 5:06:11 PM
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chamillion wrote:
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thepmrc wrote:
So you are upset that it is hard to win the lottery? Maybe adjust your expectations and you will not be so disappointed.


Agreed.

The system like the game is meant to be a grind. It's not supposed to be easy to get a 5 or 6 link. It's supposed to be crazy hard, and make you hate life. It's like this because the end justifies the means. This isn't welfare epic time, get over it.

+1 for sandbox gaming.


Statistacally every lottery is a joke :)
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I am not upset. It should be hard to "win the lottery" in a loot centric game, ofc. But items should not get worse when using an expensive orb on them. They are a couple of interesting proposals to fix that issue in this thread already.


Using a regal / exalt never makes an item worse. It adds a random mod. What do you expect, to be given a choice from a menu so that you can choose what mods you want? Wrong, then everyone would have the exact same items.

As far as chaos orbs go, if they just let you pick and choose your mods, again, everyone would have the same items. Not to mention the fact it wouldn't be chaotic if it wasn't random.

Randomness is the way to go here. This makes it so when you get lucky and find that awesome item or roll those great mods, it gives your character more uniqueness to set you apart from the rest, and make the value of the item high because not everyone has it; not just another run of the mill item that everyone has.

The one thing that could be changed about a regal is that it gives a random amount of rare mods instead of always a single. If this was to happen they'd need to change vendor recipe so it wasn't nearly as easily attainable. As it stands now everyone has plenty of regals, no one wants to trade for them. If it was a random set of mods I'd be more likely to use it frequently. Right now, when i see a blue and i think nice 2 mods, I then think, okay, I'm gonna have to spend a regal, no big whoop. However after regaling it you have to spend 3 exalts and hope each time it gives decent mods. It's too expensive to use regals knowing that 3 exalts would be the only thing that would have hopes of making it a good item.

tldr

Regals need to add a random amount of rare mods, not a single, and the vendor recipe needs to be changed so they aren't as easily attainable via vendor.

exalts are just fine the way they are

chaos orbs are just fine the way they are

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Cadenza wrote:
I am not necessarily agreeing with anyone that's talked about the subject thus far but there is an argument to be made about "Fusing Hell". It would be nice if it were less hell-ish and maybe more skill dependent. Not easy to imagine a suitable system for that though so I perfectly understand why fusing is the way it is. The point/argument still stands though.

There is plenty of other kinds of grinding you need to do in this game - honestly think it would be nice to not have to grind fusings or at least have to get an obscene amount. I got into closed beta quite early and I have yet to see a linked 6 socket. Granted I play only hardcore which is less people, naturally reducing the chances but regardless... I don't even see linked 5s remotely often. All the linked 5s I've found were not for my class/build/not mine even in terms of ownership.


I have yet to get either 5L or 6L with multiple 70+, handful of 60+, and tons of 40+ characters. However I do not feel in anyway handicapped by it. It seems to me this is how it should be.
Last edited by thepmrc#0256 on May 8, 2012, 5:15:39 PM
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So you are upset that it is hard to win the lottery? Maybe adjust your expectations and you will not be so disappointed.


Arpgs are mostly competitive games.
You dont want too much of a lottery aspect in a competitive game, period.

If a player puts in 10 times the amount of time than another player, then i expect that player to have better loot than the player that played less.

This is not the case with the current system, nowhere close.
You could put in 1000 times the amount of time, and still get worse stuff than a lucky joe that crafts incredible stuff on his first try.

A lottery implicates that you dont win by participating more often than others, because the chances are so low that it actually doesnt matter how many times you play, unless you play a million times and more.

A lottery is always won by a lucky joe that didnt actually expect to win the lottery, and just participated in the lottery once.

The same applies to path of exile.
Since you cant put in a million times more effort than other players, you have absolutely no guarantee that you get anything out of your time.

Thats not a good mechanic.
Lotteries as the ONLY real way of getting better stuff, IS NOT a good mechanic.

Finding these rare orbs is already quite hard because they have such low drop rates.
Thats not all though, their effects are luck based aswell.
If you connect two luck based mechanics in series, you get such low probabilites on actually creating useful stuff, that you might aswell not try at all, just like in the lottery.

If you dont believe in this concept, then you should probably play the lottery.

In diablo2, the rarest stuff, like runes and uniques, were hard to get, but once it dropped, you had it in your hands, their effects arent luck based.
In current path of exile, the rarest stuff is hard to get and on top of that, will most probably create bullshit.

Neither sounds like a fun system, nor does it sound like a system that encourages good play.


Last edited by gh0un#3019 on May 8, 2012, 5:28:57 PM
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gh0un wrote:
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So you are upset that it is hard to win the lottery? Maybe adjust your expectations and you will not be so disappointed.


Arpgs are mostly competitive games.
You dont want too much of a lottery aspect in a competitive game, period.

If a player puts in 10 times the amount of time than another player, then i expect that player to have better loot than the player that played less.

This is not the case with the current system, nowhere close.
You could put in 1000 times the amount of time, and still get worse stuff than a lucky joe that crafts incredible stuff on his first try.

A lottery implicates that you dont win by participating more often than others, because the chances are so low that it actually doesnt matter how many times you play, unless you play a million times and more.

A lottery is always won by a lucky joe that didnt actually expect to win the lottery, and just participated in the lottery once.

The same applies to path of exile.
Since you cant put in a million times more effort than other players, you have absolutely no guarantee that you get anything out of your time.

Thats not a good mechanic.
Lotteries as the ONLY real way of getting better stuff, IS NOT a good mechanic.

Finding these rare orbs is already quite hard because they have such low drop rates.
Thats not all though, their effects are luck based aswell.
If you connect two luck based mechanics in series, you get such low probabilites on actually creating useful stuff, that you might aswell not try at all, just like in the lottery.

If you dont believe in this concept, then you should probably play the lottery.

In diablo2, the rarest stuff, like runes and uniques, were hard to get, but once it dropped, you had it in your hands, their effects arent luck based.
In current path of exile, the rarest stuff is hard to get and on top of that, will most probably create bullshit.

Neither sounds like a fun system, nor does it sound like a system that encourages good play.


I agree with this. I expect stuff to be really rare, not a crap shoot.

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