[End of League] Settlers Feedback. Hit or Miss?

I think the league has some interesting things. I'm very fond of the ability to get a steady currency income stream rather than having to rely on drops in maps. And I think that is the one thing the town does best: you put gold in, orbs come out. And instead of sifting through 3000 trash drops in maps, you can get some items that are actually good from the boats.

I wouldn't even feel bad if the entire drop system was replaced with this mechanic, not only do I get to 'farm' what I'm actually looking for, I wouldn't need a loot filter to play the game. I wouldn't be looking at strength gear for my dex character and vice versa, etc.

This league and the essence league have been the best leagues for me thus far.

Some pet peeves I have with this system however are:
* The boats are not reliable. You just lose people for no apparent reason.
* The gold farmed in maps is often not consistent enough and may require hours of farm to sustain the town for 24 hours.
* Many mechanics do not drop gold, Breach, Delirium and Ritual seemingly do not drop gold. Harvest, Delve and Blight do drop gold but tend to do so at an abysmal rate. It would've been nice if items could be sold as gold to the town so that that could then be rechanneled into useful currency.
* The chances of getting oneshot. This is not just this league mechanic but something with Path of Oneshots in general. You could be fine one moment and the next your character is just dead. The damage numbers on some of the attacks tend to be too high too often. Some attacks slap off 1500 hp after 40%-60% physical damage reduction and elemental damage is dealing similar numbers while reduced by 75%. At the same time, the gear necessary to deal with these numbers does not drop in the area. It's extremely hard to get over 4k hp. The randomizer on the hits also doesn't seem to be doing a good job of actually being random. So if you're playing evasion based, you don't just get 1 hit when the accuracy test does go through, you get hit several times. You see similar issues rolling your flasks and jewels where the same few mods repeatedly come up. There is also no clear indication of what might cause these monsters to be that powerful. If one is enchanted with life regen and lightning minions you simply can't fight it because the lightning minions will kill you.
* You need to stop smelting ENTIRELY to be able to upgrade your town because some upgrades require ore rather than smelted bars.

I do not agree that the league mechanic is an idle mechanic. I do think it's a watered down version of other league mechanics however. The crimson ore being one where you kill key objectives can be considered a variant of the essence league, the orichalcum ore variant being ritual, bismuth being something akin to tempest, petrified ore akin to blight (without the towers) and verisium ore being akin to ultimatum.

The conversion mechanic on the other hand is a mechanic that just consumes time and doesn't require much from the player. The town needs maintenance to operate and in that way it does interfere with players trying to be active.
Fear the army of dots:
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Trainingmacro wrote:

I wouldn't even feel bad if the entire drop system was replaced with this mechanic, not only do I get to 'farm' what I'm actually looking for, I wouldn't need a loot filter to play the game. I wouldn't be looking at strength gear for my dex character and vice versa, etc.
You can remove strength gear per item filter if you want. Like:

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Hide
BaseArmour > 0


Edit: The above also removes hybrid strength gear. You can do other variants which dont like:
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Hide
Class Body Boot Glove Helm Shield
BaseEvasion == 0

No wonder it's lost, it's in the middle of the jungle!
Last edited by Zrevnur on Sep 20, 2024, 6:06:22 AM
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Zrevnur wrote:
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Trainingmacro wrote:

I wouldn't even feel bad if the entire drop system was replaced with this mechanic, not only do I get to 'farm' what I'm actually looking for, I wouldn't need a loot filter to play the game. I wouldn't be looking at strength gear for my dex character and vice versa, etc.
You can remove strength gear per item filter if you want. Like:

"
Hide
BaseArmour > 0


Edit: The above also removes hybrid strength gear. You can do other variants which dont like:
"
Hide
Class Body Boot Glove Helm Shield
BaseEvasion == 0


I know the response is slow, but I decided I want to make it abundantly clear that you didn't get the point. Rather than having 2000 shit drops to ignore, I'd rather have gold drop and not need a loot filter. And then by doing the material challenges I can assemble what I need for the boats to get my gear with much better rolls than I would when sifting through what was dropped on the ground.
Fear the army of dots:
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Hello.

All are very good points, but I think you missed a con there. The discrepancy between the shipment value and the rewards that you receive. Some sent 3 millions worth of shipment and got 2 mirror shards. Others, sent 20 million worth of shipment and received 6 divine...The amount of time needed to farm that 20 million worth of shipment is allot higher than farming 3 million, yet the rewards do not reflect that...I think this is a big con. This is basically why I quite the league a couple of weeks after it started. I've sent 4 shipments 20 mil each, and one of 50 mil and all I got was 12 div and 2 mirror shards...
^

You can't trigger gambling responses with predictable reward structures so you need to get out of thinking in linear reward fashion where 10 means 1 item and 20 means 2 items and instead view it as getting slightly better odds on that one item.

But remember better odds frequently does not translate to better item it just means if you reroll it thousands of times it will trend to being better.

All reward structures in PoE are stack the deck in your favour then give the one armed bandit a pull, but never lose perspective on that you can be a loser no matter how much you stack said deck despite reddit posting otherwise.

This system incidentally has better retention for players as it protects the jackpot feeling whereas linear itemisation/increases feel rote and stale. It isn't GGG being deliberately malicious just stating that from a design perspective they've chosen the right path for the average player to enjoy.

So while you didn't get a linear increase on sending 20 mil shipment instead of a 3mil you will be able to find players that sent 500k and got 2 mirror shards - you are an unlucky outlier (or the 2 mirror shards for 3 mil was a lucky outlier). You can never know for certain without letting somebody see the numbers and do probability mapping on them. If you read reddit frequently this exacerbates the feeling of being unlucky because reddit is filled with players posting their mageblood, mirrors from map runners, 50 mil shipments with 500 div etc but that is because players that got fuck all don't post.

And trust me in PoE getting fuck all is the norm, never expect a real result I didn't get a power rune after the first week of the league on my league starter which means that 100% of my power runes came from <5% of my playtime and of that 5% a vast majority of it wasn't even viable to get a power rune.
Last edited by Draegnarrr on Oct 15, 2024, 3:16:04 AM
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banditul77 wrote:
Hello.

All are very good points, but I think you missed a con there. The discrepancy between the shipment value and the rewards that you receive. Some sent 3 millions worth of shipment and got 2 mirror shards. Others, sent 20 million worth of shipment and received 6 divine...The amount of time needed to farm that 20 million worth of shipment is allot higher than farming 3 million, yet the rewards do not reflect that...I think this is a big con. This is basically why I quite the league a couple of weeks after it started. I've sent 4 shipments 20 mil each, and one of 50 mil and all I got was 12 div and 2 mirror shards...



You got away with murder there. 20 mio shipments are bad per default since the chance to get sacred orbs is so high.

I got 7 mirror shards from 5* 50 mio shipments, that felt like a scam and a waste of time. I liked the league mechanic a lot for one reason and one reason only: ssf
The rolls of the items you get from shipments and the chance for 5 and 6 links on the good new bases is very relevant in ssf. And some extra chaos and the ability to have a reliable source of divs is also relevant in ssf, not so much in trade, since you can just sell whatever for divs....

Single mirror shards are also whatever if you don't hit the jackpot and get several in one go. You could have saved the downtime and got the equivalent in currency from optimized t17 farming strategies anyway.
Mostly hit but rune costs for better crafts are stupid. Oh and unavoidable 1 percent die chance on mappers is even more stupid.
When fallacious arguments aren't convincing comes the biased moderation.
Last edited by Bosscannon on Oct 15, 2024, 6:28:38 AM
Options like this were some of my biggest requests over the years to give more people a place to call home in the wheel of content that is path of exile and in my eyes it was a home run in some aspects, obviously not for everyone and some things need adjustment.

Their initial decision to implement other game mechanics into PoE i think is one of the wisest moves they have ever made even if it was not always well recieved and the only shame is that some of the really amazing content GGG made in the past didn't go core.


Innocence forgives you
You start off sayin there are too many strats for the number of atlas trees available, then go on to ask for more settlers content in maps, which would most likely mean additions to the atlas passive tree. You see the conflict?
“Freedom is what we do with what is done to us.”
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Piousqd wrote:
You start off sayin there are too many strats for the number of atlas trees available, then go on to ask for more settlers content in maps, which would most likely mean additions to the atlas passive tree. You see the conflict?


Logically, this makes no sense. I fail to comprehend how adding in settlers based content in the maps (e.g. encountering bandits in the wild, maybe coming across a gold stash, more frequent rock boss spawns, etc)in the temporary league would translate to more atlas passives.

Also they're not mutually exclusive even in the alternate reality that that was the case. You can have both.

Not a conflict.

It's not an X or Y problem. It's just your way of thinking.

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