What not to do: Lessons from PoE from a 1400 hours PoE ex-player (part 1)

As far as auctiuon house. Like many things iRL, not about YES/NO, RIGHT/WRONG, GOOD/BAD but how it is implemented.

The reason Trading is one of the most heated topic (you can check the PoE forum ) in PoE is that Trading is just like Auction house, but minus most of the positive.

Most gaers in PoE cannot be simply farmed or craft, so if you need that one piece of item, the best way is trade. But trading is such a time consuming & often awful experience in PoE.

Of course you can play SSF , which is no trade, but you would need to have a lot of time as its harder to farm items. ALsom it did not solve the trading issue, it just avoid.

My sugestion is this:
Limited trade, so only hard to get items are trade, noit dial a gear like PoE now, but made the process of trading smooth, so players spend more time playing the actual game.

Anyway, another way to reduce trading, is ability to convert gears. Say one type of shard to another, say

3 physical damage shard->1 melee damage shard. Or 3 low tier shards can be convert to 1 rare shard. SO even gaers/shard you do not need will be useful.

Maybe 3 uniques-> one random unique.

As someone who has put thousands of hours into PoE and was palying since closed beta, I can definitely say its not false

Thats precisely the problem I am talking about, only the cookie cutter builds that everyone netdecks are builds that happen to be designed around how the passive tree works. The most impactful nodes are on the edge of the tree, that is a fact. Cookie cutter boring builds take advantage of this by minimizing how many nodes are required but this is the same reason why PoE has such a huge issue with build viability, for any given meta there are only around 10 viable builds if you also take into account their variations.

That is by definition not the best node, thats the optimal starting point this is not the same thing. I was talking about impactful nodes that actually define your build (ergo resolute technique), those are, by design at the edge of the tree.

When you have a current 5-6L chest ad/or 2H and an item drops, as you said you have to spend currency to use that item otherwise your actual skills (one way or another) will change. That is different to almost every other conventional aRPG, unless you have a build defining unique you don’t need to worry that replacing an item will effect your skills (it may effect your health or movespeed or damage). This is an artificial sink that PoE designed

Thats not what I mean by done. What I mean by your build being done is the identity of your characters design, not that your level is not high enough or that you don’t have good enough equipment. You are talking about content being gated for characters that aren’t high level enough which is a completely different thing. Generally the difference between a level 60 or a level 90 character in D2 is just higher numbers on your skills which just increases the damage and stats (and if we are talking about D2 here then most of your stats are VIT at this point). Its not like a level 60 sorc doesn’t have blizzard and a level 90 sorc does.

In PoE this build identity is pushed all the way from 60 to even 90 depending on if you are just netdecking a boring cookie cutter build or if you are trying to do something more unique which requires more passive tree travelling and/or keystones and similar nodes. The latter is what the problem is with PoE when talking about the death mechanic, it actively indirectly discourages people from experimenting with their builds unless you have massive currency/time sinks so its not a big surprise that netdecking is so persuasive there (by definition experimenting means you will fail ergo die every one now and then), hence the meme of having thousands of possible builds but only a single percentage of those builds are viable and most people just copying builds because its more punishing when you experiment.

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Over 90% of PoE passive skill tree are stats that doesn’t define build identity. Thats why its a passive skill tree I guess.

I think LE got skill tree right, but my issue with LE is the game is too Skill tree dependence, with gears mainly stats sticks, & you can craft every stats

which reduce Uniquness among players.

This I agree.

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But they do to a degree, if your build revolves around not getting/avoiding dex which results in very low accuracy then one option would be getting resolute technique which means you don’t ever have to worry about accuracy but you can’t crit. Similarly if you are playing a mobile/dodging character the revolves around using ES as a buffer and staying on full health for certain items you would get ghost reaver (these keystone passives are the ones that tend to be at the edge of the tree).

The PoE passive trees alters your characters in much more significant ways then your typical AGI/DEX/VTR/STR etc etc systems.

I think the upcoming legendries should solve this but I do agree with you that the current state is not that great in this regard. I think the bigger problem is the fact that there is not that much content in terms of items yet, there are some build defining uniques but not a lot of them.

One area that PoE did great in the early days (talking about closed/open beta) is they really pushed a lot of items even when later acts like 3/4 were not done yet. From what I understand making new items is not that intensive in terms of dev resources and due to this its a very cost effective way to put replayability in the game while at the same time fleshing out build/design identities as the game evolves.

My view:
- Trading.
If action house takes too long… do kiosk system… GGG could implement a kiosk type system for buying fixed price items (and in game search system)… as casual player, I hate the fact that you need to PM 20 people to buy a cheap item… So I am all for LE having action house or kiosk type system (Anarchy Online style). Only problem is the currency… I played vanilla WoW , where gold meant something… so AH worked… after few expansion, I quit, and by that time , gold was WAY too plentiful… so I wonder how would they balance the economy for regular game (for seasons\leagues thats not as much of an issue)
- BS One-shot
So far I feel that LE done a great job maintaining visual clarity and being able to see moves\area attacks… and I totaly agree with you, that no off screen one shots
- Exp lost on death
I would disagree there… as long as XP curve is good, I would be fine with xp loss on death as long as there are no “BS One-shot” - if you walked into the battle unprepared/undergeared, its on you and there should be a penalty
- Lab End game boss “mechanics”
While I found Lab annoying , its not my pop concern… I can clear uber lab without problems, just takes me WAY too long… but once per character its fine - i have a problem with finding trials for uber lab… and grindy end-game bosses grind 50 maps for shot as Sirus… as casual player who plays few hors a day at best that takes forever - but as far as I can see, the end-game in LE is better… Monoliths unlike maps are not “drop only” so you dont need to worry about map sustain so I feel its all good… I’ll have a more informed aopinion once i get to the end-game

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I really love that about LE aswell.
In POE it would be oh crap, could i diverse into another build? no?
Then i need to start over and level a new character :frowning:

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Better than Main stats, for sure.
Referring to your example, Resolute technique, Elemental overload (or whatever forgot name) doesn’t change fundamental gameplay. Its just shift the stats sticks from stacking crit, accuracy to stacking element damage, phy damage etc.
A simple analogy is, you change the ingredients, but the food tastes similar. If you are using a cyclone, your cyclone is not different when you have an noncrit build vas a crit build.

There are some that are game changing, like ones from accendacy tree, like add extra arrow, or bleed enemies will explode. But 90% of passive tree in PoE are boring stats sticks, including most keynodes.

Don’t get me wrong, I think having “stat sticks” are important, & something fancy but hit like noodles are useless. But I would like to have more skills that altered gameplay in more interesting ways & allow players to create closer to their build fantasy.

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Yep the reason that cluster jewels are almost in every build is because of the boring passive tree of POE. Yes there are some good notes but way to much filler bad notes in my opinion.

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Not to be rude but I see so many POE players coming to LE and suggesting they make LE more like POE. There’s a reason you left POE so why try to make this game like it? There’s no need for any further death penalty than the one they already have. The penalty is TIME. It’s arbitrary in campaign but sufficiently punishing in endgame to encourage careful gameplay and restrict glass cannon builds.

LE doesn’t need to be more like POE or D3 or Grim Dawn.

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XP penalty has been floated by the devs as a possibility since Kickstarter. So no need to blame it on the recent POE refugees.

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First of all, congratulations guys: you have a very promising game. Just in the beta of the game, the quality of life for the player is superior to what PoE offers after years of alpha release.

On the topic of the post.

  • Loss of experience after death: Definitely NO! I am also a player of several seasons in PoE and I am not able to define how frustrating it is to die at level 99 after hours (and days) of play to accumulate experience. If you want to set a high bar at level 100 how about going from 98 to 99 and from 99 to 100 costing 10, 100 or 1,000 times more time than from 97 to 98? Once again: NO LOSS OF EXPERIENCE AFTER DEATH. The argument “in PoE only very good players reach level 100” is ridiculous. They can simply run chayula powered breaches in groups of 6 to go from level 99 to level 100 in a few hours.
  • Trade: 100% agree that the PoE system on PCs is tedious, inefficient and ridiculous. I emphasized “on PC” because the system on consoles (at least on PS4, which is the one I know) is perfect. Simply the seller offers an item at a certain price, the buyer pays and automatically the transaction is done without direct interactions between buyer and seller: no third party programs, no scam, no price-fixing, no time wasting.

Apart from these two details, I would like to suggest a third idea: in-game AUTOCASTS. What if the player could configure ingame the cooldown of a skill? And not only the time, but also the right moment. For example, that skill “A” is automatically cast when skill “B” is cast. In short, quality of life for the player

Thanks and congratulations again

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The only reason people say they are ok with just echo death penalty is because it pretty much not a penalty lol. It sets you back a whopping 4 min back.

Jerle PoE Refugees? You make us sound like a disease. My suggestion to PoE back in the days of closed alpha (2013) was instead of loss of XP. Freeze XP gain for the next 10% of that level. Same penalty but without the regressive nature of ending up at level 99 - 0%.

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That is the term people are using and often in self-reference. Don’t blame it on me :stuck_out_tongue:

I did not know it was a crime to like and/or support more than one game. When I was working for WOTC, I was paid to go play games from other companies (i.e. WoW, Diablo series, and 1000’s other failed attempts). This was a way we could stay current with the Neverwinter content and not step on anyone’s toes legally.

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I’ve been playing PoE since early open beta, probably like a lot of people here, but I’ve also never been a particularly high level or hardcore player. I’ve barely if ever traded, never came up with my own kickass build, never topped a league or race, and mostly just slogged my way through with suboptimal builds I found “fun” through sheer stubbornness.

Trading
Trading as a concept is a great way to remove frustration with drop rates, make multiplayer feel like more than just a chatroom, and add another dimension to a game. The problem is execution. We all know the reason’s PoE’s system is just painful to use, and even if it weren’t so utterly dependent on outside tools it would still be obnoxious to deal with PM spam, scammers, and flakes on all sides.

An Auction House isn’t necessarily the solution you want here. Any fully automated system is going to completely cut out a lot of the player interaction and be perpetually subject to botting. If the game ever gets popular it’s just not a winnable arm’s race, there’s always going to be more people putting more time into coming up with bots than there are devs to fight back.

Plus there’s the economy issue. You can’t have an exchange of goods without some kind of system of value. People who’ve been playing longer will simply always have “more” of whatever that store of value is. I’m not even going to pretend I’m an economist, so I’ll just leave it at saying that you don’t want newer players permanently locked out of the economy, but you also don’t want people to have no faith in anything having or holding value.

BS One-shotting
This is kind of low hanging fruit. I don’t think anyone out there is seriously arguing that a zero-warning instant death for a properly leveled and geared player is legitimate, the real argument is where the line between fair and BS is drawn. I like that LE makes an effort to telegraph things, but it almost feels like it’s gone too far in the other direction and I feel more like I’m playing Mario Party than an ARPG.

In LE’s defense I think a lot of that comes from being early access. Better animations that don’t obviously look like the boss mechanically auto-tracking my character and replacing the circles/lines with in-universe effects could go a long way to eliminating that.

Exp Loss On Death
I can see both sides here. On the one hand if there’s no fear or consequences for death then you trivialize the entire game, there’s no “cost” to bad decisions or lack of investment in gear and levelling and no benefit in the other direction. You can just keep suicide-running mobs and bosses until you get through. Likewise on the dev side there’s no need to consider if something is underpowered, excessively situational, or too rippy.

On the other hand death penalties can also have negative effects. When dying means losing hours of their life people get a lot more invested in survival and feel a lot worse about dying. Usually that results in three things: Slow and stale gameplay from “playing it safe”, a lot less diversity in builds and gear, and skewing of the economy as people chase the meta.

Personally I do think death needs to have a penalty associated with it otherwise there’s no challenge or thrill. But I also think that penalty needs to have some hard backstops in order to avoid skewing gameplay negatively. For example in PoE when people get past a certain point on the way to the next levelup many go sealclubbing in lower level content rather than risk losing that progress. That’s an unhealthy dynamic.

One idea might be some kind of milestone system so you can only lose so much progress. Backsliding to the start of the most recent 1/4 of the bar and getting stuck there is frustrating but not ragequit inducing. Alterantively losing only the experience you’ve gained from the “map” that killed you seems outright fair. You won’t make any forward progress, but you aren’t outright punished for trying. If you exempt under-levelled skills from this it’ll even encourage people to experiment with respeccing while staying at-level for their character instead of going sealclubbing just to grind up a new skillset.

Lab Mechanics
Again I’m a bit on the fence here. Manual dexterity has its place in an ARPG, we’re not playing a turn based game for a reason after all, but when people are more afraid of a misclick or character pathing issue than real gameplay that’s just broken design. Especially when you get booted from the entire multi-instance labyrinth and lose exp as punishment. If your content’s so annoying and opaque people make entire third party utilities for it, and a whole economy springs up around carries, it’s time to rethink the design.

Personally I just don’t see this being a thing in LE as it’s currently built. Mobility skills are basically mandatory for lab style gameplay and PoE’s skill system let’s that work. You can keep a levelled gem on hand and swap it in temporarily, there’s no equivalent in LE. Likewise you can rebind a hotkey without unsummoning minions or losing an aura. Without those things getting changed I don’t see them making a PoE style lab, it would force people to respec an entire skill just for that.

But they do to a degree, if your build revolves around not getting/avoiding dex which results in very low accuracy then one option would be getting resolute technique which means you don’t ever have to worry about accuracy but you can’t crit. Similarly if you are playing a mobile/dodging character the revolves around using ES as a buffer and staying on full health for certain items you would get ghost reaver (these keystone passives are the ones that tend to be at the edge of the tree).

As Deteego explained at length a lot of that “diversity” is only skin deep. You’ve got maybe a handful of skills and potential builds for each class that are viable for all content, and that gets narrowed down even further if you either aren’t already rich or don’t want to grind and suffer through trading.

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To be honest, it kind of sounds like you’re one of those “5000 hours in, just killed my first Sirus!” guys.

“only the cookie-cutter builds that everyone netdecks are builds that happen to be designed around how the passive tree works”

Idk what “netdeck” is but I’ll assume it means something like use or copy. You’re saying this as though it’s remotely possible to create a build that isn’t designed around how the passive tree works. What does that even look like? The passive tree is the most fundamentally important mechanic when it comes to build identity. It isn’t just cookie-cutter builds that take advantage of good pathing… It’s literally the goal of creating a build to take certain notables and keystones optimally with good pathing, that’s the entire point of the passive tree. I’ll give you that there are far fewer “viable” builds than people seem to think when it comes to doing actual end game, but it has nothing to do with passive shortages or the location of certain passives on the tree, or even the death XP penalty. Doing something unique isn’t restricted to people who path to the opposite end of the tree. There are enough unique affixes and influenced mods to create a ton of different builds without having to.

You can create meaningful interactions with single keystones and a few unique items in PoE, it isn’t like you need some level 100 character to create an interesting build. There are a lot of good synergies on the tree that take very few points to achieve… You could do a totem build using elemental overload, MoM, Avatar of fire, Ancestral Bond, and elemental equilibrium and that would all cost you around 20 passive points if you’re in the area, that’s 5 keystones that interact really well with each other, are build-defining, and can be used at an early level.

Build experimentation in PoE is NOT gated by the XP penalty, and build identity doesn’t just magically start happening at level 90. There are very, very, few builds that require a high level to function, and they’re mostly the insanely expensive non-entry builds anyways. Most builds can start using gear between 68-75, and unless you’re using leveled awakened gems, level 20 gems can be used at 70. This is when build identity starts, not level 90.

Coloring / socketing gear is a part of the core game, and unless you’re running around with trash rares you won’t be picking up upgrades too often, definitely not often enough to be running out of the currencies that allow you to recolor/socket items (outside of having to 6l something). You play PoE knowing that part of upgrading your gear is recoloring, whether it be from an item you bought off of trade or something you crafted. I’d venture to say that for anyone who isn’t ultra-casual, this isn’t any sort of time sink, because changing that stuff is so incredibly easy and fast. The only time this is an actual pain is on your first character, when you do have to make meaningful decisions on item upgrades and pray for good RNG when it comes to linking and coloring as you’re working through the acts. That being said you can generally pick up a couple dozen of these currencies while doing the story.

Anyways we aren’t even arguing about LE anymore. I think your feedback is just based on some weird ideas of what you think PoE is. Regardless of however much arguing, XP penalty will either happen or it won’t, up to the devs.

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To be honest I stopped playing before then because the game devolved to a point when it was boring for me, you can just check the PoE reddit so I am just preaching to the choir here

Its a term that came from MTG, its basically the process of rather than creating your own deck (or in this context build) you have people that just copy the most successful build from the net hence the term netdeck. Like most things, this initself isnt a problem and can’t be eliminated since you will always have people that do this, it ends up becoming problematic when for whatever its difficult and/or unapproachable for new players to create their own builds. Netdecking became a common term in MTG because it has its own gating mechanic for builds (or decks) which is value of cards, i.e. you need a lot of cards to be able to experiment with different types of decks and since this can be quite expensive its obviously more practical for new players in MTG to just pick a good deck and go with it since its cheaper. Main point here is that the mechanics and design in play for a game that heavily encourage just copying successful builds/decks rather than allowing players (typically but not always news ones) to experiment and build/find decks of their own which is how netdecking got its negative connotations.

That and your skill gems is what identifies your build, thats correct

Fundamentally the point is not about what is theoretically possible but what happens in reality and what the experience is for a lot of players and to put it bluntly the depth of the PoE skill tree is skin deep (which is common criticism). What this means is that on the surface it looks like PoE has this incredibly complex and dynamic system for creating many possible builds but in practicality it doesn’t really work out this way and in my view there are a number of reasons why

  • exp death mechanic which hinders progress at roughly the same time when experimenting/changing your build is critical (typically when you start mapping)
  • skills being tied to items (skill gems) and the sockets/links acting as another barrier/sink. For example if you want to change skills around (because you are experimenting with your build), this is a lot more expensive/difficult in PoE due to the way color/link combinations work. Similarly when new items drop its incredibly rare that you can quickly equip the item to experiment with it because its high unlikely that it will have the same link/socket combination you currently have. This was somewhat improved with the addition of being able to craft links/sockets (i.e. you can how pay 1500 fusings to get a guaranteed 6L) but in the old days not even this existed
  • Difficulty being made by just ever increasing number of mobs and their damage/health values ends up highly favouring whack a mole builds that have very high defenses. No one is arguing for glass cannons (which by definition have zero defenses) but ideally builds that have some amount of defense but a lot of offense should be viable. Note that in the really old days (talking about just after open beta iirc) there were a lot less mobs (i.e. mob density was lower) which meant that AoE builds were not that mandatory and it was more realistic to have mobility as a form of defense, then the GGG devs literally doubled mob density in one patch and of course when you do this it just gets to a point that there are so many mobs on the screen the only way to deal with this is by stacking a lot of defenses and having AoE clear (it also created other issues like making desync more common). The death penalty makes this even worse since such builds clear content faster but are more likely to die to keep this in check however at a certain point in PoE dying even a couple of times means hours lost so such builds have issues even progressing at a certain point.

So when you say

I am not saying that build experimentation is ONLY gated by exp death, but it is one of the factors. More unique builds usually (but not always) often ends up having higher travelling requirements on the tree and unless you are netdecking you often end up needing to experiment a lot more to get such a build to work just by the nature of the build. On the assumption that you die more often when attempting such unique builds (which in reality is what does happen) you are going to have less EXP (and hence less points on the tree) which means less possibility to experiment with (its of course easier to experiment if you have more passive points to experiment with).

The best way to explain this is that PoE tempts players with what looks like a build system that has incredible depth but because of a lot of other factors in the game (some of which I mentioned before) in practicality for most of players the systems ends up being shallow (you can still do this kind of experimentation but it requires excessive amounts of time/currency).

I posted this elsewhere, but if you have a scale where one is having a system with the maximum amount of theoretical builds and the other end is the number of builds that are viable, PoE would be one one end and a game like D3 would be on the other. Ideally you would want to be somewhere in the middle, i.e. you don’t want to make every single theoretical possible build to be viable because then things get kinda boring (D3 problem) but at the same time having a system where you can theoretically do any type of build you can imagine but only having a vast minority as being viable (for w/e reason) is just as problematic for reasons stated earlier. Games like GD are aRPGs that sit roughly in the middle, they give you enough freedom to come up with more unique builds but at the same time not every build is successful so you get some psychological reward/gratification when you come up with a successful build after doing experimentation.

Ironically in my view if PoE didn’t have the exp death penalty and other fundamental design aspects of the game where different it would actually massively increase the amount of depth in regards to build diversity. I get the impression that Chris and the original devs of the game are trying to accomplish too many things in the game (i.e. trading) while also having very fundamental views on what should be done.

I can see how that is, I guess I can say that I have been playing PoE from the start (although I stopped playing like 5 years ago iirc) and it has gone through many changes. Ontop of this at the start the devs have sold PoE as a type game that in reality its not, i.e. the current trade mechanics are there because originally Chris wanted to emphasize pure bartering (that is trading one item i.e. some boots for another item i.e. a 2H) but of course because of how economics works, bartering is incredibly rare and everyone just treats orbs as currency (i.e. chaos/exalteds), so everyone just trades items for orbs where orbs act as defacto gold (just a more annoying version of it). Another thing in the early days which the devs wanted was to make PoE a rogue like game, which if you play actual rogue like games (i.e. slay the spire, loop hero etc etc) they have nothing in common and that is because for rogue like games you cant allow mechanics that trivialize the game content because it completely kills the “rogue” like aspect of it, this also isn’t the case in PoE because generally throughout its history you can just netdeck highly successful builds which do trivialize the content.

So yes you can say that I have some weird ideas on what PoE is, but those weird ideas where actually what the devs were originally selling the game as and obviously the game evolved into something else.

To end the convo about GGG and its trading site, its brilliant and its the most smartest moves any ARPG game studios came out with. Its here and its not going anywhere. Many people praise that move GGG did and so do I. Of course this IS both opinion and fact. I hope LE will continue to follow the path that GGG has sought out, however I think that the Devs here took good notes.

Hence, this is why we are getting the bazar, I am tuned in to find out how it will be done though.