GGG is constantly limited due to Group Magic Find...

Its absolutely about money.

If game went wrong you can patch it back right. But that doesn't pay out like a new game would.

This inability of GGG to admit and correct mistakes will eventually lead the second game to the same state as the first one. Hard to not end up where you didn't want to go when you can only go forward cause money.

And there will still be dudes on forum typing out "poe3 will fix it" when the time comes.
POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1.
Last edited by Bosscannon#3325 on Jul 15, 2024, 8:14:45 AM
I wouldn't be posting here if i didn't think they can turn things around, there's always hope for changes to make things better even after release.

MF for example needs Item-Quantity and Item-Rarity tied together, no rarity then you might get more currency but its mostly going to be low tier.

lots of item-rarity and sure you might get some more uniques or rares but the amount of them won't be very high.

why this is not done already is a mystery, it nerfs quant into the ground if you don't add rarity on top.

to make things even better how about making ITEM-TYPE-SPECIFIC rarity/quant??.. With this they can TARGET NERF currency(quant/rarity) or whatever specifically while also managing the global values, this is much more ideal.

what we currently have right now is causing complaints and not very much about building rather than simply "having" a lot of it, some complaints are pretty valid while others may be missing some context from lack of experience they're still giving feedback on how its making them feel.

I'm against the removal of MF its a fun and unique element to the game but it definitely needs to be less "required"

Innocence forgives you
Last edited by SilentSymphony#3358 on Jul 15, 2024, 8:29:27 AM
In my opinion group monster health multiplier and group drop multiplier should simply be removed. Rarity and quantity items too.
POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1.
"
SilentSymphony wrote:

MF for example needs Item-Quantity and Item-Rarity tied together, no rarity then you might get more currency but its mostly going to be low tier.

Small clarification: IIR doesn’t impact currency, as for example chaos orb have only one variant. IIR apply to item rarity normal->magic->rare->unique, it doesn’t affect rarity tiers (like it doesn’t upgrade t1 legendaries to t0 legendaries, nor currency). The way this impacted currency was old lootgoblins conversion (all items to currency).
Biggest compliments for my crafted items - "bs, they must have been RMT'ed"

I'm disabled, I have rare case of semperduravera, so I can write things that may look rude, but it is because of disability - I'm forced to tell truth using words you may not like.
"
Nomancs wrote:
"
SilentSymphony wrote:

MF for example needs Item-Quantity and Item-Rarity tied together, no rarity then you might get more currency but its mostly going to be low tier.

Small clarification: IIR doesn’t impact currency, as for example chaos orb have only one variant. IIR apply to item rarity normal->magic->rare->unique, it doesn’t affect rarity tiers (like it doesn’t upgrade t1 legendaries to t0 legendaries, nor currency). The way this impacted currency was old lootgoblins conversion (all items to currency).


Yes, That is the point of what i was saying :P

Thank you very much for the clarification im sure plenty of people aren't aware of its interactions.

I think they need to make them work together and split the quant/rarity up into item-specific stuff not just (everything) which would allow ggg to tweak which rarity/quantity items were available at a certain density.

So currency related IIR/IIQ would become something like a headhunter in terms of value and rarity as an example where divination card iiq/iir items would probably be a close second.

To further clarify all iiq/iir items would remain mostly unchanged however their IIQ/IIR values would apply to a random item type, low currency, uniques or whatever it is people would desire to farm more of.
Innocence forgives you
Last edited by SilentSymphony#3358 on Jul 15, 2024, 12:37:32 PM
Something like „increased quantity of swords found” (or rarity)? Sounds interesting.
Biggest compliments for my crafted items - "bs, they must have been RMT'ed"

I'm disabled, I have rare case of semperduravera, so I can write things that may look rude, but it is because of disability - I'm forced to tell truth using words you may not like.
"
Nomancs wrote:
Something like „increased quantity of swords found” (or rarity)? Sounds interesting.


Yup
Innocence forgives you
First move is to delete Quantity and Rarity as player stats.

This doesn't fully solve the difference between group and solo play though. Fact is group play isn't really group play in this game. It just builds designed around each other. Very little player to player interaction actually happens. The difference in gains is not earned and that's the problem.
"Never trust floating women." -Officer Kirac
"
Xzorn wrote:
First move is to delete Quantity and Rarity as player stats.

This doesn't fully solve the difference between group and solo play though. Fact is group play isn't really group play in this game. It just builds designed around each other. Very little player to player interaction actually happens. The difference in gains is not earned and that's the problem.


This is a multiplayer game and was developed as such, you're speaking here as if its an SSF game which it is not, it was not designed to be, that is a vanity game mode that was added later.

The idea that the game should be developed for solo players is just ridiculous, if i wanted a solo rpg experience i'd go play modded skyrim or something that's actually meant for that, I joined this game to play with other people and make cool builds not only to satisfy my own curiosity but to support those i enjoy playing with and rarefinding just so happens to be a fine example of why this game is so different from others and i refuse to simply watch it be reduced to the quality and complexity of a mobile-game without saying something.

Innocence forgives you
Last edited by SilentSymphony#3358 on Jul 16, 2024, 4:13:51 PM
"
Xzorn wrote:

This doesn't fully solve the difference between group and solo play though.

There's no problem to begin with.
This is a online game and the small buff encourages people to play in a party instead of choosing the already more beneficial solo play. Without party play would be dead and just a straight up downgrade for your own progression.

"
Fact is group play isn't really group play in this game. It just builds designed around each other. Very little player to player interaction actually happens. The difference in gains is not earned and that's the problem.


Is this your first multiplayer experience?
It's pretty much almost like in every mmorpg or party game were you jump into a raid or something with everyone playing their important role for the party in whatever way.
Shocking concept that PoE isn't any different in this term
Flames and madness. I'm so glad I didn't miss the fun.
Last edited by Pashid#4643 on Jul 16, 2024, 4:23:49 PM

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