Why I'm done with this game (at least for now)
@Chris: sounds interesting, would be great to test out.
(of course, the drop rates have to go along with the chances a 20% quality adds and therefore have to be tested) @szoltomi: That "Orb of Luck" sounds also good first, but will need a new stat (for the luck value) on any item, if I understand it right... @Skizo: I understand it not as an improvement per Orb, but as an improved reroll per use. (Am I right?) " Thats exactly how rarity in APRG works: the chance of getting a nearest-to-perfect rare item must be near-to-impossible (D2 classic remembering, anyone? Htat was a time, when you not even had a chance to make it but only could find...) But out of this, there must be better/additional ways to _improve_ items, and that new proposal seems to be one possible way (to me) invited by timer @ 10.12.2011 -- deutsche Community: www.exiled.eu & ts.exiled.eu Last edited by Mr_Cee#0334 on Feb 14, 2012, 7:39:39 AM
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" I don't think you fully appreciate the odds of rolling a perfect item in this game. As-is with the number of mods etc, the odds of rolling a rare with 3 mods that a top tier (not perfect, just top tier) is somewhere around 1-500 If you start adding mods to that (rare is 6 max) and the adjusting for useful mods, and factor in perfection of the mod itself - you end up with odds that are so staggering that you could roll an item with chaos orbs until the universe ends and still not succeed. I fully appreciate that its supposed to be very hard, but right now the inherit value of most currency items is not aligned with their rarity value (too rare or too useless - pick one). You can't use D2 as an example for how an economy works with very low drop rates / probabilities for good items - The ONLY reason why high runes etc. where even obtainable was due to duping. Still sane exile?
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I'm enjoying the beta, but can see this issue on the horizon as I approach 60. I'm of the opinion that traditional drop based luck (increased through item quantity/quality) will give you a lot of the lottery effect so many of us enjoy. Further, complete rerolls of items can still be like finding a new item. However, I strongly believe in the ability to marginally improve items more than just base quality.
I'm thinking along the lines of tier upgrades for modifiers. Maybe random placement in the next tier up at an increasing cost per tier? Perhaps this can only affect magic (blue) items? Maybe blue items can also have modifiers not found on rares making them more interesting. I've cleared a lot of zones and seen a lot of drops with at least 150 rarity increase and I'm still sporting gear mostly based on the sockets it has to support my skill combos. Not sure if this is just Witch based, but I doubt it. I think it would be fun to introduce a mechanic to let us slowly build items (at expense of ingredients) in a positive direction. Make it take a long time, a lot of ingredients, or cap out at 50/75% max, etc. I've read the entire thread, but I think the choice to get assured value out of your saved orbs, rather than use them in true lottery situations is more fun than either alone. This could be implemented creatively and balanced appropriately, but choice/options in orb use will be a net good for everyone I believe. Last edited by Grimburgoth#3841 on Feb 14, 2012, 10:42:54 AM
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" I think you'll find a lot of people hunting white items for this then, which is really ok. Take a basic 2h sword late game that is white with 6 sockets, it becomes very useful in a patch like this if you carefully craft in the correct order as in it's white state blacksmith whetstones are way stronger than on an already rolled rare. Scouring Stones (am I the only one that things of Beavis and Butthead? hehe score!) will be very useful on blues that drop with high socket count as well. Then you just alch it and chaos it until it's decent. I do think that the whetstone and blacksmithing recipe should be reduced to 20% total quality, and make higher rolling base quality items rarer. I love the selling method in this game but it takes up WAYYYY too much space. PM me in forums if you need any help! Malice's Newbie FaQ: http://tinyurl.com/72wrafn Last edited by Sarganym#4533 on Feb 14, 2012, 11:29:37 AM
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Apparently many people are so into all the clone mmos and believe that PoE should be like pretty much all these games where characters eventually are all the same using exactly the same "top items".
No, I don't think that you should expect to EVER get a perfect item - although it IS possible. Thats part of the fun in item hunting, at least in D2 - but I've not been spoiled by dupes on battlenet since almost all the D2 I've played was single player. And I find that its awesome that you can ALWAYS expect to find something better. Welcome to a real arpg, its name is Path of Exile, expect your mind to be blown if youre an mmo player (= |
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" People were using the same top items in D2 aswell. There is no reason to think that PoE is so different. |
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" Except that it is - hence this whole topic. And I also mentioned I wasn't playing on battlenet so there weren't 9999999 copies of one found perfect item traded using even more copies of duped runes - even worse - I had to actually find the items (: Last edited by nermind#6181 on Feb 14, 2012, 2:02:00 PM
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" It is different in many ways, but not in the way you are describing here. |
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" I dont say its all good with its actual balance; Its just as a antipode to all that suggest to change it in ways not suiting for the game. " Since all items I ever traded with people I dont personally know are less then on one hand, and no runes at all, I think I can. invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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" 20% as reachable with only one item would be too less, maybe 30% serve better? (could summed from 2 higher items (~15%) or 3 at least; should be ok) invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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