Quitting game, drop rates too low

Because EHG decided to have many many items not able to be traded.
There didn’t seem to be any rhyme or reason behind which ones are or not though from those which existed pre 1.0

If you think legacy player are ‘irrelevant’ then you’re as uninformed as many many PoE players are. It’s a notion coming form there and it’s even wrong in PoE.
Their leagues are important… but 10% of their whole playerbase is Standard, also those are the ones keeping the play-numbers stable and income flowing for them even after the league starting hype dies down.
They just play.

Specifically balancing for them? Nobody ever mentioned that. Where did that come from?

Love that sentence there!

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Not all things. I just want 1LP Shackles. A target farmable item required for the build, not BiS by any means. And not now, now, now but maybe in a foreseeable future? I just don’t seem to be able to foresee it since it hasn’t happened in hundreds of hours yet.

You didn’t play PoE as early as I did apparently. I played beta. GGG did not balance for trading initially. The whole concept was that you crafted your gear with found orbs. The vendor recipes were a riff on the D2 Horadric Cube. They got min/maxers demanding trade and caved. It was basically “Here Blizzard, hold my beer. We can screw up self-found as well as you did in D3.”

I don’t see how LE can ever balance MG and CoF, though kudos on them for trying. With highly random gear and crafting I have only a small chance of getting something good for my build, but I’ll see plenty of other gear that’s good for other builds. As soon as I start trading, all I need is a good item for someone. I haven’t found prophecies particularly helpful, even with lenses.

The fundamental problem with having both trade and SSF is that traders blow through harder content. They blast to high corruption and then cry “no end game,” but the end game is the hunt for gear. Devs are afraid of losing the min/max players so they boost difficulty to slow down the mad rush of the MG players and CoF/SSF are screwed.

I"ve only played CoF so far, but might not be typical in that I’m not married to a single character. My fun is in leveling a variety of characters, so there’s usually a character that some drop might kinda sorta be okay for. That’s how I’m playing 1.0, anyway.

Once 1.1 comes around, I don’t think we’ll be able to be as loosey-goosey, and EHG will need to have made some improvements to the factions. For MG, I guess it’s the search interface, to make obtaining gear even easier. For CoF, we’ll need to see some improvements in focus farming and drop rates, otherwise only the most dedicated SSF players will stick with it.

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Unlike most other ARPGs they at least have a working framework for it already. It just needs to be balanced and reworked a bit accordingly.
The first step at least is taken.

Or hunting for currency to acquire strong gear, yes.

The issue currently is not that trade has been implemented… it’s that MG and CoF both were added on top of the game, drop rates overall reduced lightly but overall you simply get a lot more loot then ever before.

That obviously causes the life-time of the game to be reduced, you’re ‘through it’ sooner.

With the end-game work next cycle I hope they adjust it again to allow longer progression in general.

Actually a proper interface with the proper functions causes people to price accordingly with a higher chance.
Also access to the market without allowing flooding it through hindering access outright but instead causing time-investment needed to acquire said items will also reduce the higher tier items to be underpriced heavily.

The fixes will stabilize the situation to see where we stand in the first place and allow adjustments form there. Currently though we’re not even at that stage. With how EHG set up the economy, artificially influencing it in a lot of awkward situations they’ll first need to tackle that to get proper feedback from it.

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I wasn’t there during PoE beta, that is true.

As for balancing, I’ll be interested to see what EHG does with the Pinnacle Boss and that difficulty level. If it is catered towards CoF, MG players may find it too easy, but if it’s tailored for MG, then that will probably kill Cycles for me.

There will be a balance where both sides are equally (un)happy, but imho, if I can’t hit a pinnacle boss without trading within a cycle, then I might as well be back in PoE, and I quit playing that for a reason.

More importantly, there are a lot of gamers nowadays that cycle through games as seasons occur. They’ll play Diablo for a month, finish their seasonal goal, maybe come here for 4-5 weeks, then jump on the PoE season,…

For those people, (and people with little game time) MG being a 3-4x faster way to reach that max gear level is perfect. And I have 0 issue with them getting to the pinnacle boss 4x faster than me, if that is what they really want to work for. But that only works as long as the players know they’re basically playing “fast mode” in gearing, and that harder content will be completed before the season ends.

That specifically means that EHG needs to tailor Pinnacle content towards CoF players grinding the best gear. (T25+, uniques with 5% LP odds that crafted well,…) But more importantly … that they don’t go above that. Because it’ll start excluding builds or players all for the MG players, who’ll just burn through content once before moving to the next game with a new season, anyway.

And with that concept in mind, I think CoF is currently in a good place. (Again, depending on Pinnacle Bosses) and if anything, I think MG may need to be slowed down slightly instead. I think Trade would be ok/fun to me personally if it was at a level where drops I’ll probably never use could be traded in for those I can, but without making me feel that farming currency is the most optimal way to farm gear.

The only points where I think LP could do with a tweak are:

  1. Julra’s drops need to have higher 2LP odds. Especially the Ring & Gloves feel disappointing once you realize there is a 1/7 chance you can go through an entire stash tab of keys and not see a single 2LP Gloves.
  2. The increased LP drops doesn’t feel as enjoyable compared to ranks 5, 7 & 8. Especially because you can filter more granularly for Exalts, so you don’t notice the ‘bad’ drops as much. I think this is just part “seeing the things that could’ve been good, but aren’t”, but I don’t know how I’ld fix it in the current system. My best idea was actually to make a crafting system for sets where you steal the implicits off the base item of a unique, so then those harder to get uniques suddenly don’t feel as bad rolling perfectly, but without LP. And they can shift the stats from implicit to affix or back on uniques without touching their inherent power, so that would have little cascading issues when balancing items.

All fair points.

I’m barely getting to empowered monos so I’m good with CoF progression speed though. The leveling pace past the 70s feels pretty reasonable too.

You seem to have no life at all

agreed. the drop rates for certain items are too low. I farmed yesterday for 7 hours and only got one Frostbite Shackles with no slot. It is indeed frustrating.

36 million? That’s quite a jump from the 1 million box sales they announced about a month ago.

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Typo. Should have been billion.

D2 still exists because it has Blizzard. LE will die if most leave. Comparing this game with D2 is wrong in every aspect.

Welcome to our community? I guess?

Not individual players, that’s logins over 30 days.

We have no way to track individual players outside of the sales numbers which the publishers provide.

Ahhh, gotcha.

This is 100% why I will never play this game online and I am already getting sick of it. I play offline (I’m a dirty cheater) and I started the game like that just to test all the systems and what not with the plan to play online legit but even with 100% unique drop rate, you still have to get high LP then the correct exalted’s then more rng slams or your shit is just wasted. It’s to much in my opinion and just causes more frustration then fun. You’re only option is to join merchants Guild, which makes things significantly easier, but any COF players are just shit out of luck.

I totally agree with that.
Please don’t copy other hack and slash games where the only interest is having the biggest equipment.
You don’t need that because you’re above the fray.
The idea of increasing the % you can get for chosen equipment isn’t perfected yet, but it’s an excellent one! We’ll all be able to test and re-test builds to our heart’s content without having to farm like idiots for weeks on end (which is what I’m doing at the moment).

Which is absolutely fine!
As you’ve mentioned, you’re playing offline because of that reason.

That’s why offline exists and has a meaningful position. If you’re not happy with how the online game works you can ‘adjust’ it to your heart’s liking, however you wanna have it you can do it.

Online the situation simply looks different, there player retention and human psychology rather then immediate gratification needs to be put into consideration, otherwise games like LE have a fairly low life-time.

Well… what else is the main point driving you forward then?
If it’s solely beating the existing content then we have too little for that to keep people playing for a long time, that’ll stay this way for several years still as development takes a lot of time.

If it’s trying out builds then that also is something which only a fraction of the playerbase does, and even then… if you have access to everything it allows - for many - only a few days of time investment rather then months.

Hence even if it’s not liked, it’s a mandatory necessity in the current situation, if you got solutions for this conundrum on the other hand be free to post them, making the game better is always great after all!

I didn’t compare D2 with LE. I said that D2 players like LE how it is. Meaning those ARPG players that “grew up” playing the game and that were disappointed with D3+.
If you increase drop rates too much, those players will leave, because they like some attrition and to have something to chase. You might get more casual players, but as we can see in D3, that’s not where the longevity of an ARPG lies.

But D3’s ultimate problem isn’t that you can get gear, it’s that there’s really no game to use it in. There’s GR, and that’s about it…

POE has fairly accessible BiS/GG gear, and it’s as popular as ever. Hell, you can even buy it with RMT (which is supposed to be the death knell for a game in the genre).

The current ARPG meta is to play a game for a few weeks, at the beginning of each new season(cycle), and then move on to the next ARPG, do the same… rinse and repeat with all the popular/new ARPGs out there. LE has, much to my personal chagrin, chosen to go this seasonal/cycle route. So gating gear behind some once hell freezes over, limited chance (FP/LP), nested RNG concept doesn’t really fit.

The longevity of today’s ARPG game isn’t determined by how cock-blocked the item-hunt is. But how much content is available, the quality of the content released with each new season/cycle, and the build-diversity available… Let’s be honest, D3 doesn’t offer ANY new content, just new gimmicks (a new Legendary affix, gear on companions, 2v Goblins, etc), and has zero build diversity – each viable build is pre-determined by the devs for each cycle with changes to item sets/legendary powers.