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Its basically heist rules for mapping.
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Not quite. There are ways to return and pick stuff you dropped in heist. I hope you didn't mean we also must drop things on death.
Heist is that way because it's extremely easy with high value, close-to-guaranteed reward. Hardest heist run are on level of act 9 complexity or earlier maps, juiced grand-heist are akin to mid-tier maps.
Blueprints
You can fully come out(rouges harbor)and in(your current blueprint) infinite times actually to store what you got even before tripping the safes.
Alarm and die though you cannot go back.
In terms of difficulty only the boss for POE2 will have that part mapping is still mapping. So they are pretty equivalent in difficulty.
Mash the clean
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Posted byMashgesture#2912on Nov 27, 2024, 2:21:44 AM
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You can't reward by punishing.
Isn’t something far more rewarding and meaningful when it’s challenging? Achievements carry greater weight when they require focus, learning from past mistakes, and persevering through failure with the determination to improve. Without the experience of failure, success loses its significance. Similarly, without consequences or setbacks, there’s no opportunity to build resilience or strengthen one’s will to succeed.
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You can't reward by punishing.
Isn’t something far more rewarding and meaningful when it’s challenging? Achievements carry greater weight when they require focus, learning from past mistakes, and persevering through failure with the determination to improve.
I concur that that fits only very certain psyche. WHich isn't common, often called "achiever", sometimes jokingly claled 2%-percenter - some veery old and overly optimistic estimate on percentage of people to gain wealth and success.
That psyche isn't every gamer-like, people like that tend to move on to achieve something in real life rather doing that in game. Therefore my estimate of people I know personally that they would try this and then quit.
There are also some people thatget hormonal addiction on stress. One of form are workaholics but there are some gamers too, especially in PoE. But they usually are addicted to one particular aspect or form and such addiction isn't a good thing. ALl it matters how brain is wired and not much, save some artifical chemistry, can change that.
Learning from past mistakes also requires ability to repeat these mistakes and that requires a minimum time between attempts if fight involves mechanical reaction from player, not relying on character's gear or defenses. That's how muscle memorywork. ALso, there is limited _stack_ of these short-term memories for most humans.Just compare - many people fail Maven's memory game and that's not even a hardest test on short term memry. It's made harder by barey visible (in some circumstances) visual effects and some bugs, but people still fail.
Don't make mistake - in past I farmed _hard_ stuff. Like 40men raids in old WoW, or timed runs of Heroic raids later. But we were able to repeat try every 5-7 minutes, we had extensive logging tools (including mods to log what a _player_ had done incorrectly - and sometimes was it's a millisecond worth mistake because someone forgot something) and it took _dozens_ of times to perfect some of the stuff. Switch one person out of team and you have to go to training again. I know how stressful it is, how people were burning out, even a suicide happened in raid guild, which prompted Blizzard to investigate.
That's wat I would like to see in PoE2 f it goes WoW way - and it seems goes to become a weird mix of Dark Souls and WoW - presence of adjustable UI - maybe in FF way, not with mods - and analitic tools with some form of drilling. Put a cooldown on boss - if you had done it, you have to wait until cooldown runs out. That also solves some economy issues. Or how it is in WoW again, you can run it again, tohelp others,but you won't get boss loot drop.
We also did constant beta-testing of bosses on test server. Quite often a new tactic-based boss is either buggy or absolutely impossible to survive with gear it is intended to. On test server we could get_any_ gear, run encounter, lrecord log, sumbmit it to Blizzard if there were problems an sometimes fixes were appearing in matter of a day. Or, next tuesday, with server maintenance. I don't see GGG doing that. They can't fix a boss bug that exist in ame since 2017 it was reported in which completely bricks it and usually ends with death of character,
Purpose of games is to obtain either adrenaline or dophamine buffs. Well, same as with gamble (note, that's reason why gambling or promoting gambling is thoroughly banned in NZ and that ban now is extended to Internet and even streaming) or with other non-PG activities. Now there is some required balance btween stress - which reduces dophamine level greatly - and graification which peaks it. Make that distance too high for the person -and these ranges can go anywhere: one guy can go for 6 month without any result, other would be out of steam after 20 minutes.
Last edited by EllAnteres#7194 on Nov 27, 2024, 3:04:46 AM
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Posted byEllAnteres#7194on Nov 27, 2024, 2:39:26 AM
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In terms of difficulty only the boss for POE2 will have that part mapping is still mapping. So they are pretty equivalent in difficulty.
Yeah, blueprints,though in BP it's all or nothing with achance of 200-1000 div worth reward per a wing. Are Map bosses in PoE2 THAT rich? Is there an alternative form of eleveling or just playing? In PoE2 we have: delve - low exp loss and medium exp gain with medium reward or some exclusives, heist - low exp loss and huge reward, breach - not really replacement, but a side dish - normal exp loss, high exp gain, 5 way - _insane_, disproportionally large exp gain so it became a service industry, with some good rewards for one who get loot. We used to have prophecy and high level of involvement in act maps but GGG axed that to make maps the main focus.
Last edited by EllAnteres#7194 on Nov 27, 2024, 3:27:03 AM
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Posted byEllAnteres#7194on Nov 27, 2024, 3:22:14 AM
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I concur that that fits only very certain psyche. WHich isn't common, often called "achiever", sometimes jokingly claled 2%-percenter - some veery old and overly optimistic estimate on percentage of people to gain wealth and success.
That psyche isn't every gamer-like, people like that tend to move on to achieve something in real life rather doing that in game. Therefore my estimate of people I know personally that they would try this and then quit.
There are also some people thatget hormonal addiction on stress. One of form are workaholics but there are some gamers too, especially in PoE. But they usually are addicted to one particular aspect or form and such addiction isn't a good thing. ALl it matters how brain is wired and not much, save some artifical chemistry, can change that.
Learning from past mistakes also requires ability to repeat these mistakes and that requires a minimum time between attempts if fight involves mechanical reaction from player, not relying on character's gear or defenses. That's how muscle memorywork. ALso, there is limited _stack_ of these short-term memories for most humans.Just compare - many people fail Maven's memory game and that's not even a hardest test on short term memry. It's made harder by barey visible (in some circumstances) visual effects and some bugs, but people still fail.
Don't make mistake - in past I farmed _hard_ stuff. Like 40men raids in old WoW, or timed runs of Heroic raids later. But we were able to repeat try every 5-7 minutes, we had extensive logging tools (including mods to log what a _player_ had done incorrectly - and sometimes was it's a millisecond worth mistake because someone forgot something) and it took _dozens_ of times to perfect some of the stuff. Switch one person out of team and you have to go to training again. I know how stressful it is, how people were burning out, even a suicide happened in raid guild, which prompted Blizzard to investigate.
That's wat I would like to see in PoE2 f it goes WoW way - and it seems goes to become a weird mix of Dark Souls and WoW - presence of adjustable UI - maybe in FF way, not with mods - and analitic tools with some form of drilling. Put a cooldown on boss - if you had done it, you have to wait until cooldown runs out. That also solves some economy issues. Or how it is in WoW again, you can run it again, tohelp others,but you won't get boss loot drop.
We also did constant beta-testing of bosses on test server. Quite often a new tactic-based boss is either buggy or absolutely impossible to survive with gear it is intended to. On test server we could get_any_ gear, run encounter, lrecord log, sumbmit it to Blizzard if there were problems an sometimes fixes were appearing in matter of a day. Or, next tuesday, with server maintenance. I don't see GGG doing that. They can't fix a boss bug that exist in ame since 2017 it was reported in which completely bricks it and usually ends with death of character,
Purpose of games is to obtain either adrenaline or dophamine buffs. Well, same as with gamble (note, that's reason why gambling or promoting gambling is thoroughly banned in NZ and that ban now is extended to Internet and even streaming) or with other non-PG activities. Now there is some required balance btween stress - which reduces dophamine level greatly - and graification which peaks it. Make that distance too high for the person -and these ranges can go anywhere: one guy can go for 6 month without any result, other would be out of steam after 20 minutes.
I see where you’re coming from, but I’d argue that having "one try" maps in Path of Exile 2 could actually be a good thing. Yes, it’s not for everyone, but that’s kind of the point. Games that try to cater to absolutely everyone often end up feeling watered down, and PoE has always stood out because of its complexity and willingness to challenge its players.
The thrill of knowing you only have one shot at a map adds a sense of urgency and makes success feel so much more rewarding. When you pull it off, it’s a real achievement, and even if you fail, it gives you something to learn from. It’s not just about grinding through mistakes, it’s about preparing, thinking ahead, and playing smart.
You mentioned stress and memory limits, and I get that. But these mechanics encourage players to plan and adapt rather than brute forcing solutions through endless retries. It’s a different mindset, but one that rewards effort and growth in a way that’s really satisfying.
At the end of the day, not everyone is going to enjoy having one life in a map, and that’s fine. PoE doesn’t need to be for everyone. If we try to make it appeal to every type of gamer, it risks losing what makes it special. By sticking to its roots and embracing bold mechanics like this, PoE can continue to be the challenging, rewarding experience that its core audience loves and that more new people will consciously or subconsciously appreciate than those who don't.
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Posted byZoddo#3014on Nov 27, 2024, 3:32:46 AM
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You can't reward by punishing. Especially while rewarding group play, which already was overly-rewarded in PoE (therefore why mageblood-printing guilds exist).
There's not such thing as punishment even if you lose some exp.
If you die you as a player fucked something up and shouldn't be rewarded with first aid bandages to make your life as simple and easy as possible. Being able to 6 portal corpse run boss fights or maps is already rewarding enough tbh.
PoE1 is already generous with the death penalty and so is PoE2 with it's own system cause years ago games used to just lock you out of a certain map/dungeon for a couple of days upon a wipe.
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Fully removing gratification from game makes the game not, well, a game.
And you get gratification in the way of just either playing good or having a good character so that you don't have to deal with the really small on death penelty.
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It punishes for any inherent inability or problem player can have, e.g. bad sight or network latency problem, especially with active fense skills). Note that some PoE regions may have permanent latency 300-400 ms for occupants of _that_ region, or random disconnects and lags exist. Disconnect always was treated same as death for knwn reason - exit-to-desktop "dodge".
Well that's unfortunate for whoever has to deal with that, however there are plenty of ways to counteract against that since paying for a decent internet provider or a vpn for better connections are both more than feasible these days. Kinda just a dirt excuse to blame ping while you also go cheap on your overall approach to play games whether it is hardware or connection related.
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This alone feature would stop me or anyone I know from playing PoE2. I expirience dozens disconnects per day with no ISP faults - it's provider of game service doesn't maintain access well or some maintanace constantly happens in "big Internet"
Sounds like you should start to trouble shoot issues on your side if you experience dc's on a regular base.
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Lost point is leveling exp. With death penalty and 5way runs monopolized in most regions and non-exisiting in some of them levelling issues aready created unhealy ecomy around carry services. WHich in some places are RMT-only, or at least there are large communities specalizing on carry through whole game.
5 ways ain't even a problem here to begin with as you could level up to 100 just via maps in just a couple of days. Sure granted you don't play bad and rock around on a bad optimized character but that just a player issue at this rate.
But that's the gratification of playing a good character that you don't need 5ways to reach 100 while the "lazy" folks can pay the price to get to that point.
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Add this "reward" in the mix? I would have zero results at all. No point to try to play. Don't know anyone of my friends who play PoE1 and would play this- everyone of them full time 8/12-hour-per-day working people who actually _spent_ some money on game, we wouldn't waste time on that. We have enough stress in life to farm stress in game as well. And even if you think you're never get stressed - you're wrong. Actually that's first sign that you potentially can reach unhealthy high levels of stress.
You'd be surprised but most players here work very likely in a full time job as they do have to make a living out of something like you and everyone else, and they still get their stuff done even with the so bad and evil death penalty.
In the end again just a player issue and not really a problem created by the game cause it puts tiny rocks into your way, rocks that you could easily avoid in many ways but I guess asking for full instant gratification is always easier than looking at the issues you create on your own side.
Flames and madness. I'm so glad I didn't miss the fun.
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Posted byPashid#4643on Nov 27, 2024, 4:52:54 AM
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Lmao. These tears are delicious and the game isn't even out yet. For anyone complaining about the slightest inconvenience and obstacles, have you considered that you're maybe not this games target audience? If you want more casual approaches without any stakes or penalties, D3/D4 is s always an option.
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Posted byUlsarek#7159on Nov 27, 2024, 4:56:52 AM
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Diablo 4 is not an option.
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Posted byMaxW81#9965on Nov 27, 2024, 5:02:16 AM
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Not surprising honestly. PoE already makes difficulty out of limited practice of obscure mechanics. Looking at how boss design "evolved" over time and the extra limitations in ruthless, at least one someone at GGG wants to make this kind of game.
Overall I'm glad I stopped playing, there are a lot better uses of my time than some mix of a slot machine and a treadmill.
“We are the race of flesh, We are the race of lovers.”
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Posted byFrostride#6705on Nov 27, 2024, 5:22:28 AM
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Its basically heist rules for mapping.
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Not quite. There are ways to return and pick stuff you dropped in heist. I hope you didn't mean we also must drop things on death.
Heist is that way because it's extremely easy with high value, close-to-guaranteed reward. Hardest heist run are on level of act 9 complexity or earlier maps, juiced grand-heist are akin to mid-tier maps.
No not what I meant and I merely meant the die and lose the instance not the loot :)
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
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Posted byTimbo Zero#8289on Nov 27, 2024, 6:24:36 AM
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I concur that that fits only very certain psyche. WHich isn't common, often called "achiever", sometimes jokingly claled 2%-percenter - some veery old and overly optimistic estimate on percentage of people to gain wealth and success.
That psyche isn't every gamer-like, people like that tend to move on to achieve something in real life rather doing that in game. Therefore my estimate of people I know personally that they would try this and then quit.
There are also some people thatget hormonal addiction on stress. One of form are workaholics but there are some gamers too, especially in PoE. But they usually are addicted to one particular aspect or form and such addiction isn't a good thing. ALl it matters how brain is wired and not much, save some artifical chemistry, can change that.
Learning from past mistakes also requires ability to repeat these mistakes and that requires a minimum time between attempts if fight involves mechanical reaction from player, not relying on character's gear or defenses. That's how muscle memorywork. ALso, there is limited _stack_ of these short-term memories for most humans.Just compare - many people fail Maven's memory game and that's not even a hardest test on short term memry. It's made harder by barey visible (in some circumstances) visual effects and some bugs, but people still fail.
Don't make mistake - in past I farmed _hard_ stuff. Like 40men raids in old WoW, or timed runs of Heroic raids later. But we were able to repeat try every 5-7 minutes, we had extensive logging tools (including mods to log what a _player_ had done incorrectly - and sometimes was it's a millisecond worth mistake because someone forgot something) and it took _dozens_ of times to perfect some of the stuff. Switch one person out of team and you have to go to training again. I know how stressful it is, how people were burning out, even a suicide happened in raid guild, which prompted Blizzard to investigate.
That's wat I would like to see in PoE2 f it goes WoW way - and it seems goes to become a weird mix of Dark Souls and WoW - presence of adjustable UI - maybe in FF way, not with mods - and analitic tools with some form of drilling. Put a cooldown on boss - if you had done it, you have to wait until cooldown runs out. That also solves some economy issues. Or how it is in WoW again, you can run it again, tohelp others,but you won't get boss loot drop.
We also did constant beta-testing of bosses on test server. Quite often a new tactic-based boss is either buggy or absolutely impossible to survive with gear it is intended to. On test server we could get_any_ gear, run encounter, lrecord log, sumbmit it to Blizzard if there were problems an sometimes fixes were appearing in matter of a day. Or, next tuesday, with server maintenance. I don't see GGG doing that. They can't fix a boss bug that exist in ame since 2017 it was reported in which completely bricks it and usually ends with death of character,
Purpose of games is to obtain either adrenaline or dophamine buffs. Well, same as with gamble (note, that's reason why gambling or promoting gambling is thoroughly banned in NZ and that ban now is extended to Internet and even streaming) or with other non-PG activities. Now there is some required balance btween stress - which reduces dophamine level greatly - and graification which peaks it. Make that distance too high for the person -and these ranges can go anywhere: one guy can go for 6 month without any result, other would be out of steam after 20 minutes.
I see where you’re coming from, but I’d argue that having "one try" maps in Path of Exile 2 could actually be a good thing. Yes, it’s not for everyone, but that’s kind of the point.
I completely agree, it’s a good thing as an OPTION but NOT as default.
I’d be delighted if this was taken out of softcore and made a ssf like option to opt into, I’d probably take it then.
(ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
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Posted byTimbo Zero#8289on Nov 27, 2024, 6:29:21 AM
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