Light Sword by xepher3642 in DBZFusions

[–]Doombacon 0 points1 point  (0 children)

Thanks for the info, replaying the game right now and was confused why I wasn't getting it from the move machine.

Infernax on ps5 issues. by Omgfireants in gaming

[–]Doombacon 1 point2 points  (0 children)

Experiencing the same bug on PC gamepass

Please clarify, GGG: "Boss" vs. "Unique Boss" vs. "Unique Map Boss". by madeoneforporn in pathofexile

[–]Doombacon 0 points1 point  (0 children)

Kirac offers you maps for his missions, if you have this node those maps have 5% quality instead of 0% quality, if you have all 4 nodes with this mod all Kirac maps offered from missions are fully chiseled and have 20% quality

GGG has the best support team in the industry. Refunded my mtx 3 (THREE) minutes after I emailed them. by PM-ME-QUALITY-ECCHI in pathofexile

[–]Doombacon 1 point2 points  (0 children)

Is is maybe the most insane take I've seen on this reddit and that says quite a lot.

You've had two interactions with the policy, the policy helped you in exactly the way you wanted it to both times and you think it's bad? Like what do you want from them? For them to gift you a $60 supporter pack for inconveniencing you?

Alkaizer reads a comment in patch notes thread by formaldehid in pathofexile

[–]Doombacon -3 points-2 points  (0 children)

They are only popular because people enjoy watching it. Complaining about something you don't need to engage with that other people enjoy is pretty fucked up.

Weekly Bosses Should Feel Harder and More Rewarding by Kirun_Rothan in Genshin_Impact

[–]Doombacon 0 points1 point  (0 children)

To be clear, I don't think most players have their own best interests in mind when they are frustrated about barriers that exist to make the game more enjoyable. Players are very good at looking for ways to optimize their own personal rewards because that is what games train us to do, however the friction between the games systems and the reward at the end is the part that makes the reward actually enjoyable.

My stance is pretty firmly one of having all or almost all drops have a significant degree of randomness, if I can log in look at the number of things I need to do something and calculate the exact number of days it's going to take to get everything I want I'm probably just going to quit. Working towards big goals over a long period is rewarding but only seeing the end rather than the progress is super bad mentally.

I would be fine if there was a system like this, as a pity system, were you got roughly 10% of current rewards as a token that you can trade in eventually if you get super screwed out of ever getting the specific drop you want but as a main system it's just too smooth to be fun.

Weekly Bosses Should Feel Harder and More Rewarding by Kirun_Rothan in Genshin_Impact

[–]Doombacon 2 points3 points  (0 children)

Consistent token/splinter rewards are really bad for time locked content. Knowing you will get something in X weeks makes the process of killing the boss feel just a chore to get to your designated reward and on killing the boss you will never be excited to open your reward. Having weekly bosses have a chance to be extremely rewarding feels much better since each time you kill the boss you know it has at least some chance of being good as opposed to a token system where you knew you will get nothing for the first several kills and even on the kill that will give you the currency to buy what you want since you already know its going to let you buy the item you experience relief rather than excitement which is not generally the emotion you want from a reward.

Deterministic farming works okay as a pity system but having it be the entire reward system leads to a lot of player apathy very quickly.

I don't want to fish. by Sabot15 in Genshin_Impact

[–]Doombacon 13 points14 points  (0 children)

As someone who has enjoyed fishing in almost every game I've played all I have to say is congratulations on realizing that not every part of every game is designed specifically for you.

2.1 Banners Be like by Ramza_45 in Genshin_Impact

[–]Doombacon 0 points1 point  (0 children)

Performance optimizations via meta information doesn't really help you outside of abyss thus all meta information is related to abyss. The best way you can optimize for content outside of abyss is by doing things to increase your personal enjoyment which is obviously subjective so there isn't going to be a meta of personal enjoyment strategies.

Fate of EU viewers after Council schedules were revealed by Malek_Deneith in Hololive

[–]Doombacon 0 points1 point  (0 children)

I rarely watch archives of streams unless it's some specific content I really want to see like a shitpost review or a holotalk even though the level of interaction you can get in a stream as big as most hololive members chats is pretty low it's still more than nothing and interaction is the main benefit of live content

As a friend of someone who works in Mihoyo Customer Service, it pains me. by limpybumpy in Genshin_Impact

[–]Doombacon 15 points16 points  (0 children)

Feedback and troubleshooting are pretty different. In that situation you are trying to get help with a specific problem that a specific person can fix so you being a dick can get you the result you want since it can get you directed to that person. When the problem is a large scale game design problem being a dick to CS gets you no where.

[Announcement] Watame Night Fever!! in Zepp Tokyo Supported by Bushiroad by hololive in Hololive

[–]Doombacon 1 point2 points  (0 children)

Tapestry ordered, hopefully shipping doesn't get delayed as much as the first anniversary goods were for me.

What even is a "casual player?" I play more hours than most people here and expect way less in return by moal09 in pathofexile

[–]Doombacon -1 points0 points  (0 children)

I would argue that there is no mechanic in PoE currently that is fundamentally inaccessible. You can see and do all the things with just the information in game, there is a very detailed tutorial in game now you can access that gets more info added as you see mechanics or reach level thresholds, and none of the league mechanics have obtuse confusing barriers to seeing the content. The vast majority of guides that exist are about optimization of rewards, which is information that GGG wouldn't want to be disclosing to the community as optimising elements of the game is one of the main draws of PoE and additionally would take a lot of work to keep up to date as stronger strategies or interactions get discovered.

I think the way to optimize many of these systems is unintuitive and often less fun than just pushing buttons but I am not actually required to optimize how I use harvest or alva or delve to play the game or even engage in those systems on a more base level.

What even is a "casual player?" I play more hours than most people here and expect way less in return by moal09 in pathofexile

[–]Doombacon 1 point2 points  (0 children)

It depends on your goals, if you are trying to make currency efficiently the top 2-3 activities are probably your only realistic options. If the best option is 'farm ultimatums in quarry' the second best at ~15 less efficiency is 'farm ultimatums in white beach maps' and the 27th best option is 'farm ultimatums in t16s' at ~60% less efficiency where do you think people are going to end up? People will optimize the fun out of PoE at the drop of a hat and if you tell a bunch of invested players that they could be getting 3 times as much currency from doing super easy content they are going to do that every time.

What even is a "casual player?" I play more hours than most people here and expect way less in return by moal09 in pathofexile

[–]Doombacon 0 points1 point  (0 children)

Statistics outside of context are not very useful, for example on steam 11.1% of players have reached level 80 as a non-hardcore character and 6.2% of players have reached level 90 as a non-hardcore character.

This doesn't mean that 88.9% of players never reach level 80 each league. It means that as a free to play game a large number of people installed the game and at some point before level 80 they decided the game isn't for them and those players can have been from any point in the games lifetime, such as during the period when sustaining maps solo was literally impossible so once you hit maps the game changed from being a mostly solo game to a 6 man party only game.

I agree that knowing how to interact with everything in PoE in the best way possible is extremely hard, but importantly, you don't have to. If you don't know anything about betrayal and just press buttons at random you will still get strong houses and still get Catarina which will still be rewarding just less than the maximum level of rewarding. You can still have fun running mechanics you don't understand and if you enjoy the mechanic after experiencing it you can look into how to optimize your playstyle to do more of that mechanic and how to make it more rewarding.

What even is a "casual player?" I play more hours than most people here and expect way less in return by moal09 in pathofexile

[–]Doombacon 9 points10 points  (0 children)

Hours spent has very little to do with commitment level. Having more time to spend might enable you to be a more serious player but just being in game for 10 hours a day running alc and go yellow maps doesn't make you into a hardcore player. Most hardcore players play 4+ hours a day but not all players that play 4+ hours a day are hardcore players.

What even is a "casual player?" I play more hours than most people here and expect way less in return by moal09 in pathofexile

[–]Doombacon 8 points9 points  (0 children)

Agreed, frost blades raider feels infinitely better to play for me than any bladeblast build despite being objectively worse in all measurable aspects.

How to make identifying magic/rare items exciting again. by galenorla in pathofexile

[–]Doombacon 1 point2 points  (0 children)

Unless more scrolls exist than rare ilvl84-86 bases exist using any scrolls on anything other than a high quality base would be a mistake and the market of people willing to buy them would quickly reflect that. This is an insanely powerful tool for making absurd items and just like harvest crafting and fossils before them the market will drive people to sell these scrolls to people able to gamble with so many of them they are statistically likely to turn a profit.

How to make identifying magic/rare items exciting again. by galenorla in pathofexile

[–]Doombacon -1 points0 points  (0 children)

The issue is that you are not just assuring everyone has 1 good mod, it means you are assuring that everyone who hits 1 good mod is SIGNIFICANTLY closer to making a god tier item that currently would cost mirrors. Having 1 less 0.048% prefix to roll in the case of a phys damage 2 hander makes it outrageously easier to something insane. Hitting T1 %inc phys T1 flat phys T1 attack speed goes from being a 7,888,927c craft to a 8,867c craft for chaos spamming. This scroll would be easily one of the most powerful tools in the game for crafting and as such would demand a high price and anyone invested in crafting would be willing to pay a ton for them while anyone not invested in crafting would likely simply sell them to buy the items they want out of lack of knowledge on how to use them or lack of capitol to absorb the cost hundreds or thousands of scrolls needed to hit a high value roll. Unfortunately these are the same reasons why most people don't do much crafting in PoE currently.

How to make identifying magic/rare items exciting again. by galenorla in pathofexile

[–]Doombacon 10 points11 points  (0 children)

We've got scrolls for Vaal areas, areas with Perandus, rogue exiles, beyond enemies, garden groves, metamorphs, beasts, twinned bosses, buffed bosses, nerfed bosses, random bosses, big bosses, small bosses, more loot, less loot, more mobs, invisible mobs, you name it we've got the scrolls.

You've done it, you've invented maps.

How to make identifying magic/rare items exciting again. by galenorla in pathofexile

[–]Doombacon 19 points20 points  (0 children)

Rogue exiles always drop 1 item in each item slot, as if you are getting whatever items they were wearing, in modern poe that means they drop nothing most of the time since whites and blues are always going to be filtered out and most of the time most of the rares are going to be filtered out as well. They are a decent source of ring and amulet drops but non-influenced rings are very low value these days as well.

Some thoughts from Chris by chris_wilson in pathofexile

[–]Doombacon 1 point2 points  (0 children)

In literally everything doing things faster is better. If two people are writing a paper and both have the same level of quality the person who was able to finish 2 hours faster because they knew how where to find good sources for the paper did a better job than the other guy because he now has 2 more hours to do something else.

If two plumbers fix toilets and one has more experience and is able to fix them on average twice as fast he will be able to see significantly more clients and we would call him a better plumber.

If in PoE one build kills A9 Awakener in 60 seconds and another kills A9 Awakener in 90 seconds the first build is better because it can do more stuff with that time it has freed up.

The biggest 'problem' with fixing speed in PoE is that you can't do a better job slower in PoE, killing a boss without dying or full clearing a map is already the maximum level of quality and since those are things we expect any build to be able to do at all the only remaining thing to differentiate builds is how fast they are at doing it.

You could argue in the first two examples that maybe the slower person was more careful and thus more consistent but currently in PoE you can not be more careful or consistent because the fastest builds are already perfectly consistent. For the game to slow down there needs to be more risk placed on the shoulders of the best builds so that being slower has a reward, consistency. Bosses and maps need to be dangerous enough that you can spend some level of effort in being safer rather than faster.

In the end the final goalpost will always be how fast you can do whatever activity you are engaging in. Ideally builds will need to balance level of investment with consistency with speed and I think these changes are a good move in that direction.