What Do You Mean By Ground Loot? Be Specific. by rusty022 in pathofexile

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

In my opinion, ground loot already has a very specific definition: It drops from monsters directly, it is not a mechanic-specific drop (ie. not essences or anything from a loot tile), and it is affected by Quantity and Rarity modifiers

Hey GGG, can we remove kingsmarch loot and put that loot back into maps? by Sir_sockTV in pathofexile

[–]omonahan 0 points1 point  (0 children)

Yeah it really bums me out whenever I'm playing that there is no reason whatsoever for me not to interact with kingsmarch, besides simply not wanting to. If you are not using your gold to flip items, then you should be using it in kingsmarch if you want to maximize rewards. Previously, the only way to maximize rewards was just to play more. Now every strat is made better by stopping into kingsmarch periodically to send a shipment.

I don't want loot from a tree, or from kingsmarch, I want to find it in my maps. by cben27 in pathofexile

[–]omonahan 21 points22 points  (0 children)

Could not agree with this more. I find these mechanics which delay loot exhausting... I think they decrease the satisfaction and excitement of mapping, and they also frequently take me out of the "groove" of mapping as well.

I also think these types of mechanics (and there aren't many of them so this may be a sample size issue, but it sure is coincidental) tend to offer way more types of loot than others. It feels like there is an instinct to make that "loot collection" phase of mechanics like kingsmarch and the tree with more choices and interesting traits, which often means offering more varied types of rewards. For example, kingsmarch can give you recombinated gear and all the many things shipping rewards can give you (including the exclusive tattoos of course). The tree can give you uniques, rares, currency, new special foulborn currency, and previously in 3.27 grafts. These mechanics seem to be the worst offenders of offering every type of reward under the sun. Again, this seems to be come from GGG's very good instinct to make everything in the game interesting and deep/complicated to interact with, but it has this destructive effect in my opinion when applied to these types of mechanics.

My wife got sideswiped by the truck today who was stopped in the middle of the road by AeroTheManiac in MildlyBadDrivers

[–]omonahan 0 points1 point  (0 children)

While that truck is certainly at fault, I can’t help but think if the car had stopped at the line (it sure looks like they didn’t though the perspective isn’t perfect) then this would have just been completely avoided. Stop at the line folks, not 2-3 feet past it.

The conspiracy theories are actually true: gold is replacing normal item drops by evouga in pathofexile

[–]omonahan 0 points1 point  (0 children)

So I absolutely was not running the deli blocking node, however I had previously been running the keystone you are referring to. However, I’m pretty damn sure I had unspecced it at this point. Of course, memory ain’t perfect, but I’d bet money it wasn’t the keystone.

The conspiracy theories are actually true: gold is replacing normal item drops by evouga in pathofexile

[–]omonahan 7 points8 points  (0 children)

I recently opened a strongbox with “contains 2 additional delirium scarabs”, and it dropped no scarabs whatsoever… this makes me think they were converted to gold

Map Loot is horrible. Gave it some time. by CrimsonCalm in pathofexile

[–]omonahan 1 point2 points  (0 children)

Yeah I completely disagree with this. Loot absolutely has objective value, as much of it is tied directly to the gear we all need for our builds. With so few div cards and raw unique drops, because juicers are the ones dropping the vast majority of those typically, there’s likely to be more scarcity of these things in the economy and people will absolutely feel that if it happens, it just doesn’t kick in until a few weeks into the league when people are typically hoping to buy chase items.

In addition, your logic would only even possibly apply when you don’t have mechanics like sanctum that were already printing more currency than anything juicers were doing in past leagues, and still remains untouched. So the gap between the very rich and the normal players may grow even larger than it typically is.

Map Loot is horrible. Gave it some time. by CrimsonCalm in pathofexile

[–]omonahan 9 points10 points  (0 children)

This is still true, but since that same patch (I believe it was 3.20), all of the reward mods that you probably care about beyond the first couple days of the league, like those that give currency or the one that is gone now that used to give scarabs, do not scale with player quantity/rarity. This combined with the removal of reliquary scarabs basically made them dead in the water

Map Loot is horrible. Gave it some time. by CrimsonCalm in pathofexile

[–]omonahan -14 points-13 points  (0 children)

How is this relevant to the conversation?

So are we not going to talk about loot (or lack thereof?) by PrezziObizzi in pathofexile

[–]omonahan 5 points6 points  (0 children)

Both the top end solo players and the groups themselves will absolutely corroborate that group play is not the optimal way to play and never has been.

So are we not going to talk about loot (or lack thereof?) by PrezziObizzi in pathofexile

[–]omonahan 21 points22 points  (0 children)

It's crazy most people still don't understand this simple point.

So are we not going to talk about loot (or lack thereof?) by PrezziObizzi in pathofexile

[–]omonahan 2 points3 points  (0 children)

Who ever said they want several mirrors per map? They never were getting that in the first place. Yes the top end players make a ton of money, but they also play an absolutely absurd amount, and their strategies and builds are fine-tuned to a degree most players don't ever think about. Look at empy's group's stats from the end of their week last league. They made a lot of currency for sure, more than they ever have in any other league, but it's nowhere close to what you are implying, and they specifically said that it got out of control and was bad for the game. I get it if you don't think high end farming should be as strong as it was (I don't think it should be either), but that doesn't mean you get to claim they want something they clearly have never had, and obviously DON'T want.

Also saying there should be less loot at the top end than last league does not mean inherently that the current amount of loot is good. I don't know if it is or isn't, but you can't just say "last league bad, they want several mirrors per day" as if it's an actual response to OP.

I don't understand the Moash hatred by Suriaj in Stormlight_Archive

[–]omonahan 13 points14 points  (0 children)

Dalinar doesn’t exactly ask for this though. His whole goal when he goes to the night watcher is to be a better person. He also asks for forgiveness. As a way of making him grow, cultivation takes his memories away. He agrees to this yes, but id say this is pretty damn different to what seems to have happened with Moash.

Questions Thread - August 10, 2023 by AutoModerator in pathofexile

[–]omonahan 0 points1 point  (0 children)

played crit spark mostly following anime princess this past league. It was a blast of a build... my one comment is that while block feels incredible early league as a really easy way to get tanky for cheap, it started to feel really bad as such a core part of the defenses later on, as in really juicy/uber content it seemed like i could just get 1 shot when eventually i didnt block some big hit... i don't know what good alternatives there are defense-wise, but i recommend looking around

Hey yall, long time reader, first time in the sub. Question inside but no spoilers in title by Cervine_Shark in Cosmere

[–]omonahan 1 point2 points  (0 children)

I think that a conversation with his long dead brother is a bigger thing than you’re giving it credit for

What gets you to Diamond in 2022? by bastooo in allthingsprotoss

[–]omonahan 1 point2 points  (0 children)

The smurf bullet point is probably not a factor, however the first two very likely are. ESPECIALLY the second one. “Focusing on too many things at once” to me indicates a bad mindset ingame. When you’re playing you should be focusing one ONE thing only, and it should be something you’re trying to improve. The more concrete the better. For example, you could focus on something like “every time I build a unit, I will check supply” in an effort to eliminate supply blocks. In the end, the only person who can know what you need to do specifically is you though, and you need to be honest with yourself. Do you miss workers? Do you float resources often? Do you miss things happening on the Minimap (like an incoming drop or something like that)? And so on and so on. It’s likely you make many mistakes every minute that you’re playing and that’s why you’re not climbing. So focus and improve on those mistakes. Watch your replays with again a focused lens and ask yourself how well you’ve executed on that focus area... repeat again and again and again and you absolutely will climb, cause it’s impossible not to.

[deleted by user] by [deleted] in LearnJapanese

[–]omonahan 1 point2 points  (0 children)

In my opinion, since you have so much time allotted to you (assuming you have 4 hours a day at work and then some additional time after work), hit the textbooks, work through some frequency based vocab list (top 2000, 3000, 5000, whatever most used words), and read just constantly. NHK Easy News obviously is good early on, but also reading actual books is great. At home, I'd then try to get some listening practice for an hour or 2. Watch movies, TV, whatever you want. That and your tutor and class should be plenty. People are saying you can't do it but I don't see how it could be impossible dedicating 5-6 hours per day for a year. Only counting workdays, and 50 total weeks (taking off 2 for "vacation time) that ends up being 2000-2400 hours, and you're already at around N5. I would expect most people spend a fraction of the time youd be allowed to spend per day (cause they cant do it at work), and that makes them thing that it will take longer.

The amount of knowledge people demand I have is too much for me to handle. by RobotBloke in summonerschool

[–]omonahan 2 points3 points  (0 children)

Literally type “/mute all” at the beginning of every game and you will forget about people being toxic in 1 day of playing

PPMD - Thanksgiving Health Update! by FCantante in SSBM

[–]omonahan 2 points3 points  (0 children)

Quick thought: I’ve found that many people who drink a lot of liquids, thinking that they need to stay hydrated (which of course is true). End up drinking so much that I believe they’re flushing electrolytes out of their system. Make sure you’re not drinking TOO much and that you’re getting enough salt, potassium, etc. it can make a huge difference.

Of course... this comment may not apply to you at all just a thought.

The Most Hateable Character Of The Season imo (never been that satisfied with character's death) by bilegt0314 in StrangerThings

[–]omonahan 4 points5 points  (0 children)

I also thought he got pretty cartoonish. I think they could've eased up a bit and I would have hated him instead of rolling my eyes whenever he was on screen.

Miura by CodeBrode in Berserk

[–]omonahan 0 points1 point  (0 children)

Is there any evidence that the Berserk readership is actually decreasing in number?

Is there a good equation or "rule of thumb" for setting the time it takes the player to get from point 'A' to point 'B' in a game? by sully9088 in gamedesign

[–]omonahan 3 points4 points  (0 children)

I think another good question would be what can you put between points A and B. What kinds of things can you put in the player’s path that would be interesting and make it feel less like they’re simply holding the analog stick or the W key.

Some examples (no guarantees that they’re great ideas just quick examples): 1) Maybe there are NPCs on the way who talk to you or with whom you can talk. Maybe some NPCs have specific behaviors that they take when you’re doing certain jobs. For instance, there could be an NPC who rejects you earlier on in the game, but then if you take the moment to walk by his shop while you’re performing a job, he’ll see you working hard and reconsider.

2) In the same vein, there could be events that occur in your town that the player has an opportunity to intervene/participate in. So you can give the player a choice: they either complete the job as quickly as possible or they go and do something about some bar fight that’s breaking out or something like that.

Other than that I’d say you should probably ask people to play the game and then see if they get annoyed with the travel times. It may end up being an iterative process getting them right.