Put the Crafting back into Crafting. Good RNG vs Bad RNG

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Necropolis master craft service Necropolis My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch
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Veiled crafting Service Necropolis craft PM: TreeOfDead
Just to clarify why so less amount of people here talk straight and post.

this is me : Start-------------------End = Posted feelings/suggestions

this is others : Start----....--....--...--...-...-..... = those who still inside the hellcycle

This is again some others : Start = they dont care or are not familiar with Forums or maybe just LAZY.

There is a Huge amount of people leaving and alot already left PoE, GGG should have seen this on their Statistics and stop ignoring the truth about the problems instead of releasing new content to blind the players. Problems still exist, fix those before you release new problems maybe ?

New Content is cool and so on but it will get boring and new problems will come, more hate and flamers will appear on the Forums, they will probably disquss again the Dropsystem and the BAD RNG system.

Make the GAME harder not LOTTO, what i mean with this is, increase the Difficulty but let the people earn what they work for, this will make PoE alot better, people will stop playing SOLO all day and make groups since Game gets harder.

If i waste 100 hours to get something i want, let me get it damn it!!

You dont go to work and work 1 month and your Boss tells you " hey sorry but you had bad RNG", you dont get your money this Month.


Please listen to the Community GGG,


I think as standards economy becomes more and more stagnant the only way to make real money is to no life at the beginning of a league and get as much stuff up for sale as quickly as possible.
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ebeninami wrote:

If i waste 100 hours to get something i want, let me get it damn it!!

You dont go to work and work 1 month and your Boss tells you " hey sorry but you had bad RNG", you dont get your money this Month.


Please listen to the Community GGG,




Excellent post! Well said mate!
Necropolis master craft service Necropolis My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch
Necropolis veiled crafting all service all crafts mods
Necropolis SC master craft service Necropolis SC craft mod!
Veiled crafting Service Necropolis craft PM: TreeOfDead
I already said the perfect solution and everyone ignored it.

The best way to fix crafting is to make everything cumulative. Instead of a 1/2000 chance of 6 sockets with a Jewelers Orb, they should add up so pouring currency and time into something is not a total waste with the same terrible odds every time. Dumping a stack of orbs into the item should make each next attempt slightly more likely.
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themrpid10 wrote:
I already said the perfect solution and everyone ignored it.

The best way to fix crafting is to make everything cumulative. Instead of a 1/2000 chance of 6 sockets with a Jewelers Orb, they should add up so pouring currency and time into something is not a total waste with the same terrible odds every time. Dumping a stack of orbs into the item should make each next attempt slightly more likely.




gonna hafta agree with this.
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I ignored your suggestion because it's bad.
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themrpid10 wrote:
Instead of a 1/2000 chance of 6 sockets with a Jewelers Orb
It's a much better chance than that. Closer to 1/300.
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themrpid10 wrote:
they should add up so pouring currency and time into something is not a total waste with the same terrible odds every time.
No, it should be the same odds every time. I already explained in an earlier post, there is master crafting to remove RNG if removing RNG is your thing. If gambling is your thing, then there is no reason to make the odds any worse earlier than they are later on.

Seriously guys, you have a mechanic in place, through master crafting, to get the results you want without any randomization whatsoever. And apparently you're still not satisfied. So take a moment and really think about what it is that bothers you, because I'm pretty sure if GGG gave you a redundant and therefore unnecessary mechanic to once again bypass socket randomness, you still wouldn't be happy; it's not like adding the master-crafted certainty option to the game satisfied you.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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ScrotieMcB wrote:
I ignored your suggestion because it's bad.
"
themrpid10 wrote:
Instead of a 1/2000 chance of 6 sockets with a Jewelers Orb
It's a much better chance than that. Closer to 1/300.
"
themrpid10 wrote:
they should add up so pouring currency and time into something is not a total waste with the same terrible odds every time.
No, it should be the same odds every time. I already explained in an earlier post, there is master crafting to remove RNG if removing RNG is your thing. If gambling is your thing, then there is no reason to make the odds any worse earlier than they are later on.

Seriously guys, you have a mechanic in place, through master crafting, to get the results you want without any randomization whatsoever. And apparently you're still not satisfied. So take a moment and really think about what it is that bothers you, because I'm pretty sure if GGG gave you a redundant and therefore unnecessary mechanic to once again bypass socket randomness, you still wouldn't be happy; it's not like adding the master-crafted certainty option to the game satisfied you.

Yeah master crafting considering after 300 hours of play my masters are all 5-6 and cannot do those mods at all, plus if I saved every orb I ever found it would still be nowhere near enough to even do one piece of gear.

Why in the hell would you say 1/2000 every single time is better than 20/2000 after blowing a full stack on one single piece of gear? My idea of crafting is definitely not play 1000 hours and save up every orb that ever drops to improve one item at the end of all that.
Gambling is fun/addictive.

Imagine how popular casinos would be if there was a safety net? Gamble all day but be guaranteed to walk away with X if you spend at least Y. Casinos can't do that though, obviously.

But PoE can. It's not surprising that some people aren't interested in saving 1500 fusing for a vorici recipe. It's boring and likely overwhelmingly expensive for many players. It also requires the capability to save. This is something over half the NA population (and like 100% of governments) can't even do (or choose not to do) in real life, based on debt ratios.

I think PoE can be improved in many areas if the really "unlucky" end of probability curves (i.e. 2 or more standard deviations from the mean) was cut off, via some entropy system/internal counter. Apply it to sockets, map drops, fusing, maybe other things like T1 unique drops. Pure RNG with no safety net takes a big dump on 1 in 40 players (i.e. 2.5% are 2+ std deviations from the mean in the low end of the distribution curve). With drop rates or success chances as low as they are, the investment/time difference for that 1 in 40 can be massive.
Never underestimate what the mod community can do for PoE if you sell an offline client.
Last edited by Vhlad on Nov 29, 2015, 8:55:29 PM
Crazy how people defend the terrible loot and crafting system this game has. I pour 40 hours extra at work I have a few thousand dollars to show for it. I pour 40 hours into this game and I might get 3 trash uniques and gain half a level.

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