We want auto pickup companion subscription based like China users have.
" So you view "competition" only as something where someone is a loser and someone is a winner? Listen, "competition" does not need a "who is place 1, 2 or 3", it's can be an ongoing process. If everybody starts the same on a new league you compete with others (if you don't disengage from trade) about resources/items. It's that simple. Whether you feel "better" with 700 divines or not has nothing to do with the competitive nature, it's just your subjective feeling about something. " Are you sure about that? I quote: " That's from a conversation we had about the "Mapping System" were you stated things like this too: " Last edited by JakkerONAIR#4902 on Feb 19, 2025, 3:55:59 PM
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" Poe (both) is kind of competitive, not in the leader boards although some do compete for that, but in terms of the faster you get to endgame and the better items the more you can make from them. As for playing solo or grouped, typically in PoE1 solo play was the norm, as there was no advantage (could argue a disadvantage) to group play. In PoE2 there is an apparent advantage to go with the disadvantage of group play and it will take time to see how this pans out but it could encourage group play a lot. (ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division)
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" It's competitive if you choose for it to be. That's all I'm saying. Most players will just look at trading as paying a vendor for an item. A few people take it further than that, controlling the market. Small percentage of players. There's nothing wrong with that either, but PoE isn't a competitive game because of it. Most people don't partake in it the same way. Choice. |
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Who is we?
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" Except for trading makes that untrue, in ssf fair enough except you can opt out of ssf into trade so again untrue. edit: as an example if meta builds (such as streamers post early as starters, and regular known ones) use say a cold iron point, the faster you play the quicker you’ll find one and if your the first you have a monopoly. Other items that are game changing for builds only drop from mapping, for example target farming doctor div cards, so gettting to mapping quicker is better. The alternative is to go slow, get there late prices have gone up on rare drops and down on common drops so you’re making less and having to spend more. I don’t do 3-4 hour campaigns in poe1 and am more of the 8-10 hour player but even between those 2 brackets I regularly see differences in profitability. PoE2 so far hasn’t proven to be the same at all, but probably will do and only time will tell. (ALL typos lack of caps, punctuation and general errors are copyright Timbo Industries - Laziness Division) Last edited by Timbo Zero#8289 on Feb 19, 2025, 4:18:50 PM
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" Technically yes. That's the aspect of competition. To be superior to someone else in some way. " Never claimed it was. But there's always a hierarchy in a competition, even if it's always changing. " This is a personal choice to view this aspect of the game like that. A mindset. It doesn't mean it is competitive. It just means some people choose to compete with it. A choice. Which is why I keep using that word. " You're right. It's entirely subjective. Which is my point. People choose to view the economy in this game as a competition, they usually do so because they like the feeling of competition/superiority they get from it, and doing well in it. It's a choice to view it this way. The game isn't designed around someone coming out on top. It's a choice the players make. The game itself, isn't competitive. The players make it competitive. PoE is not competitive. " Yes, I'm very sure. " Yes. They are. How does this go along with your statement claiming that I said "Mapping was designed to sell stash tabs"? " And.. Again, how does this go into your claim that I'm saying Mapping was made to sell you stash tabs? GGG put mapping in the game for a fun experience. There's nothing wrong with that. But here's how it's problematic. 1. Game has limited storage 2. Maps were added, in a large amount. That require increased storage 3. Instead of giving you extra storage. They sell you extra storage. 4. You're now incentivized to buy extra storage, because you don't have space to store your maps and other items now. This has negative effects. Such as lowering your player experience. Unless you pay. This is a manipulative, sneaky way to make money. Design a problem, aka limited storage, and sell solutions to it, aka, more storage.. for money. And then designing things in a way that take up large amounts of storage. I never claimed mapping was made to sell stash tabs. I am pointing out how they keep adding stuff to the game, that takes up more and more storage space. Of which you have a limited amount. Unless you buy. Last edited by Akedomo#3573 on Feb 19, 2025, 4:44:13 PM
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" Nothing wrong with people wanting to play the game differently. I just want to know the actual numbers of people that actually "Compete" in the economy. Because I'm guessing it's a very small amount of the playerbase. That's kind of the point of the posts people are making, about aiming the game at player enjoyment. Small portion of the playerbase actually ever hits end-game, spams maps, hoards currency. Vast majority quit before even interacting with these systems. There's a huge playerbase that might play this game, if some changes were made. I make these assumptions based on the achievements for the game, and the amount of players it has. Even the way people quit leagues and rejoin. If the argument is "We can't have quality of life features because 5% of the playerbase likes to compete in the economy" I argue that 95% of players, outranks the 5%. And many games do this thing where they only balance for the top percentage of players, which drastically reduces the quality and enjoyment of the game for the rest, eventually leading them to quit. I saw no advantage to doing PoE 2 group play, unless it's different at end-game. In PoE 1 though, it's usually quite a detriment, and usually non-ideal. Especially given the clear speed solo. Last edited by Akedomo#3573 on Feb 19, 2025, 4:53:56 PM
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+1
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" At the moment it's being abused... Just check YouTube for aura bots with high mf. There's a reason the economy is so messed up, bottors with group play just printing money. Few videos explain the set up... Am hoping GGG are aware and will do something about it... But assuming they will let it be... Anyways back on topic no idea how we got to a p2w Vs not p2w discussion.. think auto pick up would be a good quality of life addition. Saying that is p2w is daft... Otherwise you might aswell say having quad stashtabs is pay to win....just saying . Last edited by TheHairo#1049 on Feb 19, 2025, 6:07:42 PM
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" Oh okay, yeah I didn't know that, nor would I care how people play. The only thing stopping people from doing that would be GGG deciding to balance the game around the economy. As for the P2W, because he viewed it as a pay to win feature because some people might make a small amount of extra currency or something from it. I argue it doesn't matter. This game could be entirely solo, and most people would get the same, or better experience without the economy. The emphasis on the economy kind of ruins the game. But then again, most ARPG's I played were all offline, and the gameplay was the main focus, not trading. Some had it, but it was a bonus, an extra. Game didn't need it to draw you in for 1000 hours or more. Yeah, there's quite a few features that I see from the chinese client that would be nice to have. Probably others too. A lot of them are aimed at reducing your time spent doing small tasks. This game demands a lot of time. Last edited by Akedomo#3573 on Feb 19, 2025, 6:54:14 PM
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