tl;dr Speed up item acquisition so we can test builds and game changes faster to give EHG better, more constructive feedback on game mechanics.
** This only relates to Beta and game testing - not for the Live game **
The loot filter is great and makes item hunting faster - thankyou. Gambling is ok to focus in on an item we may need.
The huge - all very welcome, thankyou! - changes in 0.7.8 and then in 0.7.9 and then their removal and re-working in 0.7.10 has forced players to re-farm or gamble or both to re-gear to then test the changes introduced in every patch. And what changes will be coming in 0.7.11 that will force us to completely re-farm their gear all over again?
This creates an enormous time-sink for players (testers) into just re-gearing every patch before we can progress - in a Beta testing environment. Not all of the current player base has the time to re-farm gear - they want to play and test their character build. No! ā¦ they want to play and test multiple characters and builds.
It shouldnāt be a patience/endurance testing environment for players - that is for the Live game, imo. I have no issues with long-term goals and hard to acquire items in the Live game. Right now, people can get put off playing LE by rapid changes and think āIāll just wait until itās released.ā
This has a big, negative impact on the number of testers - reducing play-testing - and both the quantity and variety of feedback. We not only have to navigate the obstacle course of patch changes (passives, skills, affixes etc), but also the obstacle course of item acquisition. Itās the age-old nightmare of rng on rng making testing a struggle sometimes.
We have happily paid you to test your game, please help us test it for you .
Tunk Lab is fantastic and is a a great tool for designing a ādream buildā - but actually acquiring even 1 or 2 of the items can be very time consuming.
Not only that ā¦ if I find a really good amulet but I have to give up, say, poison resist on the one Iām wearing, I then have to readjust one or more of my items just to make it fit in to keep my resistances up. So finding ONE good item might mean changing THREE or more just to use it. Items fit together in a jigsaw ā¦ āOk, so I didnāt get dodge on my boots like I wanted, but I did get it on the belt which means I can lose the Phys res. Ok I can put that on a Relic I found and move this to that ā¦ā and so it goes.
The improvements to crafting are welcome, but itās still nearly impossible to find and craft really good items to test builds because we are fitting those items together like a jigsaw all the time. Currently I am playing a cold-based Spellblade, but if I want to test a fire or lightning build I pretty much have to re-gear. This can be very off-putting and precludes testing variations of characters that want to build around different affixes - freeze, ignite, shock. It requires multiple sets of items - all with the correct, random rolls.
Now, let me emphasize again - this is perfectly acceptable for the Live game, but it makes testing a complete nightmare. We are generally forced into āoh well, that will have to doā with gear whereas with passives and skills we can make it ājust soā whenever we want.
We can test passives and skills quickly and easily, please let us test items just as fast for you.
I would like to suggest that during Beta, players have access to a vendor where they can simply buy items at max implicits and max t5 rolls with exactly the affixes they want, very cheaply - and also Idols with max rolls. The principal idea is to rationalize the huge variation in items so other game mechanics can be tested more, especially the 2 most important - damage and defense.
How would this help testing? For the following, please read āPlayersā as āBeta Testersā as it are what we is (FZ).
- Players can quickly change their gear as soon as a patch changes game mechanics.
- Players can mix/match items quicker for their build to try out new things rather than getting into a rut.
- Multiple setups can be stored and tested on character variations.
- Players are not punished every patch by changes requiring massive time sinks to re-gear = less time actually testing. This adversely affects those with less time to help test the game than others.
- Items would be cheap, say 1k gold each so that players with low gold are not at a disadvantage - as they are to some extent now with the gambler.
- It would even out the huge variation of items and builds that exist by the very nature of rng. It is unlikely that any 2 chars have even a few rare items that have the same affixes and similar rolls. This would make testing more consistent and build/item variations more reliable.
- Idols are insanely difficult to get - ok for Live, really crap for testing. My best Huge Mage Idol was found by my Primalist 3 months ago - Iāve never had one drop for my Mage - and Iāve only found ONE with the 2 prefixes I want in over 1k hours playing (call that 500 hours of actual gameplay, 80% item hunting).
- Better chance to find OP builds before release as players will spend more time trying to min-max and testing the game and itās boundaries. This can have a big impact on feedback relating to damage output and damaged received - a major concern with the changes from protections to resistances and other defense mechanics. Plus future changes.
- Players could fully utilize Tunk Lab to create their ādream buildā and then be testing it within 5 minutes.
- Players would be testing ābest caseā builds rather than āthis is all Iāve gambled/found so far and crafted as far as I can safely go, so Iāll just have to make do for nowā - again, perfectly fine for a live game, pain in the arse for testing purposes.
- We know the gambler works, we know crafting works, we know item filter works, we know item drops work (albeit not perfectly) - and they all work the same for everyone. We donāt know if āabcā build is better than āxyzā build where they depend on radically different items because item rng has such a big impact. Ok for Live, makes testing unnecessarily difficult.
- More variations would be tested as players would have unfettered access to weapons and items they would probably not normally try. A player could then test all gloves with exactly the same affixes to see which was best. They could move, say, armour shred from gloves to amulet very quickly and rebuild items. They could try different weapons.
- As it is, all testing is utterly dependent on item rng making it both difficult and tiresome to really test and try new things. I want to test LE, I just donāt want to spend hundreds of hours of rng to get the tools necessary to do the job.
There would probably have to be some restrictions ā¦
- Only characters that reach level 100 can use the vendor and use the items. This means that the campaign and levelling progression are unaffected so their testing remains totally unbiased by bought items. It is end game where builds begin to shine. It could also be seen as a ārewardā for getting to level 100 ā¦ access to test gear to play with and have fun.
- Does not apply to Sets or Uniques. Many of these items are already in use and have a large test-base.
Item hunting and Crafting
Item hunting remains asis - we still want to find and craft really nice items and test Loot Filter.
Crafting would not be affected - players can still find T6 and T7 items they want to craft as they do now. More crafting testing is simply annoying players with fractures right now and as millions of tests have been run in simulation by EHG to show the chances of success/fracture are working as intended ā¦ all it is doing now - in a test environment - is making people annoyed or disappointed ā¦ save that for the Live game!
Arena vs Monolith
Everything continues as it does now.
Arena is where āperfectā builds would be tested the most as Arena does not have the huge variations in Timeline Modifiers and other Magic/Rare mob modifiers so it is a more stable environment to test builds and the boundaries of damage and defense - both for the player and the mobs.
Monoliths are still run for item upgrades and Blessings.
This is not about how Arena and Monoliths are balanced or the merits of one over the other. It is about giving players quicker access to better tools to be able to test more variations in character builds and item setups while the game is still in Beta.
Thatās Unfair! Thatās OP! Thatās Insane! Youāre Mad!
Having access to perfect rolled items of your choice does not take away from the skill of the player. Far from it. Given any 2 players with exactly the same items, skill will show through.
Items are the tools we need for testing and having to find our tools before we can do the job each patch takes up a lot of time.
Let us be OP and then nerfed. Let us 1-shot bosses and be nerfed. Let us be immortal and then nerfed. Let us try and break the game for you and then you fix it.
All while we are still in Beta. So we donāt get a day 1 patch.
Thanks, anyone who got this far.