This is why the new system is harder, and therefore bad.
And no, I know for a fact that this is not possible with this wobbly system.
I do it only with rare items, with 3 or 4 affixes perfect for my construction, which falls once every 15 years, and after that I have to go through the RNG of this new system. So once pass the RNG knowing that I’m not a friend, well I can’t find anything perfect, at best it’s okay, usable for farming, not for doing +200 corruption.
For it you need the perfect item, something impossible to do in this new system without a chance to cuckold or thousands of hours of farming.
No, this is why the new system is fixed, and therefore good. Having a magic item be better than a rare item is… what’s the word… stupid - yes, that’s the one. Stupid. I’m glad that was fixed.
I think there are lots of different reasons why you dislike the new crafting system and for you, they are all valid and based on your own requirements.
You dont have time to play to farm for better drops or crafting bases.
You want a deterministic crafting system that will allow you to create what you need because you dont have time to chase loot and a failed craft due to RNG represents a waste of your time.
The existing RNG layers in the crafting system add a level of chance to the game that currently negates, in your mind, the time and effort you put into finding something to craft on…
You do not want to play like the game is being designed to work because you dont have time to do it that way or the game is just not interesting enough for you to put in the time.
You are comparing an old system that you got used to, with a new one and expecting it to work the same way…
I am not sure how the game would work to address your frustrations… As I mentioned above in a previous post… In a game like this, which is designed to chase loot, you either have to have rarer drops and a crafting system with little/no RNG… or you have a crafting system with RNG and lots of loot drops…
Sure LE currently probably has a little too much RNG, but imho it would be really hard for the devs to design something inbetween to work for everyone and prevent the game from having everyone with god-teir items by the time they hit level 85. There is no point in playing the game after that… and keeping people playing would mean harder and harder content which causes other issues…
Yes and no, I have the time, I just don’t find it a good investment of my time, because hoping without ever having anything is absolutely not fun in my eyes.
Yes and no again its not a time issue but yes I want a deterministic crafting system or at least a system or if I do what it takes to get something I get it , I’m not against needing time and investment for something, what bothers me is RNG. Me a system makes its you will have its, I like it, there is 0 chance, 0 RNG. Just one goal, then reach a recompence.
In this system, let’s go, we’ll see if you have something.
Yes totally. As said above I waste my time and take no pleasure in being “taken” by the games to stay polite.
No at all, as already said, I like the games and I have time devoted to it, just I hate the RNG, and I am not the same vision of the ARPG as you as we will see later.
I don’t see how it is bad to compare them. Now I didn’t expect the same, as there was going to be a change. I am simply against this full RNG system based on luck.
Once again, fortunately, in life, it doesn’t work like it does. “a carpenter creates a wooden table, the carpenter tries to craft the object” table leg “he hits with his hammer and carpenter obtains” backpack "instead of table leg …
I wouldn’t tell you the mess. An artisan who wants a table leg is aiming for a table leg.
Well, I want the same. When I want X affix, I want this one and not another instead.
I do, however, have a concern about how it will work in “Seasons” when you start from scratch every X months, and have to accumulate items in an accelerated way. I hope there will be slightly different rules (namely, lower FP costs + higher FP on items) for Seasons.
I understand what you want… but it is very hard to compare loot based arpg games like this to someone making a table…
If everyone could just make the table after X time, then why carry on playing the table making game? What is the point?
For me that is the biggest issue here… I do not want to be guaranteed to make a perfect table every time I play… there is no challenge for me and I would stop tryin because I know every time I play I will just make another perfect table…
It may be where the problem is, everyone says ARPG = loot hunting + RNG
I disagree, an ARPG can be anything other than POE, and diablo.
ARPG doesn’t have to be a crappy game if content isn’t just based on RNG and content like loot hunting.
It is possible that an ARPG is a good story, some real content, a crafting system not based on luck. Real multiplayer content (not just endless stupid rifts) but real storytelling dungeons. And Last epoch had all of those games (under development) in 8.3, because the craft was just different from POE and the like, much more deterministic than the new one. With the announcement of the first dungeon in 8.4 I was incredibly surprised (pleasantly) that there aren’t just bad ideas.
Me for me an ARPG is not necessarily based on the RNG and the farm as additional content like is POE, there is something else that can exist and that would be very good. However, with this crafting system, it is a step backwards, and just to become one more basic ARPG that has not been released from these standards for 15 years.
Glad to hear from you, it shows that we can have an interesting and constructive conversation with you.
You know my worries nobody is necessarily about the game now, but when it is released and later, as with a possible season mode.
But also in the direction that the game is taking in a global way, I just think that the current system is bad in 2 things, too much RNG, and too great a price for the changes (after reducing the shot in PF, or increasing the PF maximum whatever. The result will be the same.)
With either of these two changes the new system could be just fine. My criticism is based on these 2 points only.
I dont agree with you about arpgs… its a genre that is designed in this way and perfected and most of us play arpgs with a certain expectation in mind… Sure they can have different flavours, better stories, more robust rpg or crafting but this is what an argp is… its a hunt to get a build that can mash up bosses to get more loot to mash up harder bosses and keep doing the loop over and over till there is no-one to beat and no amazing gear to find…
I would recommend that you play a different type of game more suited to your likes/dislikes… Things like Baldurs Gate, Wasteland, Witcher 3, Skyrim would, imho, be far better games for you based on your description of what you are looking for. These games do exactly what you are looking for…
Precisely your sentence shows the whole problem of the ARPG currently, apart from making games so the content has been based on a vacuum, like just making players play thousands of hours for nothing.
Just having to struggle to get an item is not interesting content.
His is a developer of creating interesting content, as I said, dungeons, a season mode as proposed by Zaodon, or a much more complex business system as can be found in MMOs for example. Or an Arena mode like last epoch which I find fun, and will be much more in multiplayer.
But to keep this archaic system of our content is to spend 4000 hours chasing objects that will become useless in the next update to continue to make you play for thousands of hours without giving a damn about innovation is not the future.
And with this system of craftsmanship this is unfortunately the direction that last epoch is taking.
I think this merits some thought. If you make it as simple as possible, a game where the main activity is hunting loot means that there will be some “rate” at which you find that awesome loot you needed for your build. As your build gets better, that “rate” should slow down, as getting even better gear has to be rarer than good or great gear, or else you’d find that awesome gear straight-away.
So, if we look at gear progression as:
Good gear: Not too long to get
Great gear: A while to get
Awesome gear: A long time to get
Perfect gear: nearly impossible/ultra hard to get
If that’s true, then people need to stop having expectations that any system, whether its the “drop rate system” or the “crafting system” is going to somehow “reliably” produce “perfect gear”. It might not even be good at producing “Awesome gear”. Those last two tiers are going to take a long time of play.
This is why I keep saying that the current system is fine. It’s because it’s fine for those first two tiers (Good and Great gear.)
If we just followed this logic I would agree with you, except that there is a concern that you do not take into account.
To do +200 corruption you need absolutely perfect equipment.
This level should be a luxury, an absolutely amazing trick that helps the player who gets one.
But shouldn’t be a requirement to play the games at some level.
Because as you say, “almost impossible” to obtain, so since that’s all I have left to do in the game, I can’t play anymore, that’s why I stopped the game.
I agree with you - 100%.
Your gear progression is exactly how I would break it down.
The expectaiton of getting good/great gear is spot on.
Taking a long time to get Awesome or higher gear is exactly how I would expect it to work.
I aim for Awesome when I play games like this… I never expect perfect and never even intend to get it… but its there - one last thing that I might get.
Nope… There are plenty of build guide discussions on this forum where people are able to do 200 corruption with less than ideal gear… it just takes more skill or longer but you do not need absolutely perfect gear… There are builds that do 500 corruption with BiS gear… not needed for 200.
Yes it can be time that you do not do very high level. Then you will have no choice but to obtain the impossible to obtain, that is why I keep saying that the system is not good.
That doesn’t mean you need to have easy or quick access to that gear. It means that +200 Corruption is something you are eventually going to be able to do someday, if you get lucky. Otherwise, you won’t do +200 Corruption. That is the same thing as the gear:
Base difficulty: good gear
Hard difficulty: great gear
Extreme difficulty: awesome gear
Ludicrous difficulty: perfect gear
So already I’m absolutely not sure, once again yes there are pro players who are able to work miracles with nothing. But taking these people as a reference is by no means a good idea.
There are guys who can make dark souls without taking a hit the whole run, so why not just do the one shot monster?
If monstrous guys at games are able to do it, it doesn’t mean that everyone can, and even less that it is desirable.
And second thing as said much earlier in the son, I do not take pleasure in driving a ferrari at 30km / h
Clearly playing a character under Obsess is no fun, when you know your character is capable of much better with better equipment.
You view the game totally differently to what I do and you expect totally different things from it… I dont see 200+ corruption with BiS gear as the goal of every build/character.
I dont think this kind of game is what you like and I dont think you should play games like this… You are always going to be unhappy if you do. I dont think you are having fun playing LE…
Its just a game … I play it for fun… I play it like I think its meant to be played not how I want it to work… I dont care if I cannot beat 200+ corruption on every build… but I am having fun trying to see how far I can go…
The difficulty level you can achieve with any build is up to your skill (the player) and your build. Not every build will get to the “max” difficulty of the game, nor will every player.
That said, the max difficulty shouldn’t be 100% out of reach of most people. I’d prefer if it were in reach of all but the most casual, least skilled players. Anyone with decent skill and ability to build a decent character should be able to get pretty high up there. LE is interesting since there is no “max” difficulty, its a slider that literally keeps on sliding forever higher. So, everyone is going to hit a ceiling at some point.
Yes or you can call it, the best way for a game to go bankrupt.
All players want to do all the content, it’s logical, it’s for this that since the dawn of time in video games there has been a difficulty system (good or bad, but whatever)
As its all content is accessible to all, but not all at the same level.
even in online and competitive games, takes League of legend, there is a division system not everyone can be challenger, or pro player, but everyone plays the same games and has access to all the content.
Its a good model created of content reserved only for a slice of player and you will see that all those who do not have access will quit the game, because they will feel abandoned and deal with big shit.
While these guys also pay to play.
that is why the difficulty system exists or runs them with special rules.
So that the gamer who just wants to play quiet mode in easy mode can do so and have fun with a game that helps them.
And conversely a game that is hardcore for hardcore gamers, if that’s what they like.