Chop Finale .... ROLL DAY~
best idea ive came up with is to keep the high end elite mod rolls way way way high, but bump up the mid range mods % to roll.
i.e. keep incanters + archmage super high buff proffessors + mage/warlocks to roll more often. you will still see almost no 90%+ spell dmg wand/daggers but you will be able to roll 60-70 in a somewhat reasonable manner. same with ed keep cruel + conq super high (200%+ remains super rare) buff bloodthirsty + ed/acc and below so you see 150% somewhat often. people will still play for the 90%sd and 200%sd same reason they will play with high weights on all of them. there will always be breakpoints that people strive to reach, and atm those numbers are the points you grind for on weapons. the obvious downside is more mid range weapons in the economy. should equal more sells and provoke more rolls with higher chance to hit, and even promote more char re-rolls cause getting a decent weapon doesnt feel impossible for the average person wanting to make an alt. add this in with making orbs more rare, not overdone but incremental steps until it feels right. rolling 20 orbs for decent weapon is a better feeling than rolling 100 even if they take the same time to attain. its a psych thing. can control the flow of items with both these points. thats what ive been working on for awhile now. IGN: @Chopatron Last edited by Chopatron#3662 on Feb 29, 2012, 3:47:12 AM
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Some random thoughts on this issue:
Several million rare items have dropped or been rolled in Path of Exile's beta history. The best ones are linked in game or on the forums by users for everyone to see or appreciate. These items represent the best rolls out of millions of attempts that people have examined and filtered. Rolling 1500 items will not generate items of the quality of those best ones. Wands are potentially a poor choice to roll as an example because they get all the weapon mods and all the spell mods. It's harder to get a good wand than a good sword, for example. There are more currency types coming that will make the process more interesting. There's also the change where the values that rares roll will be higher (currently they're biased towards the lower half of each range that a mod can do). We are also considering some (substantially difficult to obtain) currency items that have less randomness than the examples listed in this thread. They would probably have a lower expected value:rarity ratio than the fully random currency items, though. (To clarify, I mean that we would make them occur less often due to the decreased variance). If we made the currency items generate better results on average, you'd still have low chances of getting better-than-average items - it would just be power creep. The 0.9.6 balance is too easy already. You've definitely identified that the current players overvalue currency and undervalue rare items. They want to pay a premium to have the thrill of rolling their own items (many of the best rare items have come from that process rather than being found organically). If you don't like the disappointment of currency often failing to get what you want and have recognised an arbitrage opportunity where players overvalue currency in trade, my advice is to take advantage of this and trade your currency for decent rares. This process will only be easier once we have our full trade system added. Edit: removed example comparing the process to a casino. Lead Developer. Follow us on: [url url="http://www.twitter.com/pathofexile"]Twitter[/url] | [url url="http://www.youtube.com/grindinggear"]YouTube[/url] | [url url="http://www.facebook.com/pathofexile"]Facebook[/url] | Contact [url url="http://www.pathofexile.com/support"]Support[/url] if you need help! Last edited by Chris#0000 on Feb 29, 2012, 4:05:01 AM
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Chop: Those type of changes are very reasonable and we'll see what we can do. More simulations :)
Lead Developer. Follow us on: [url url="http://www.twitter.com/pathofexile"]Twitter[/url] | [url url="http://www.youtube.com/grindinggear"]YouTube[/url] | [url url="http://www.facebook.com/pathofexile"]Facebook[/url] | Contact [url url="http://www.pathofexile.com/support"]Support[/url] if you need help!
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awesome, constructive forward movement!
look forward to seeing new currency / orbs. " some sell cheap to get the roll fix yes. majority sell/offer cheap because they relate their low playtime and rarity of orbs they find to value vs rare items they dont understand the odds of rolling. this will eventually get better with time and understanding of mechanics of the game. the void between bad and decent is just to large atm. the distance b/n decent and very good seems pretty fair, and godly ... ive not really seen any weapon in this league that id call godly. closest is a 207% bow with no phy or ias.... 200%+ is pretty much godly label tho by default... i dont use that term lightly.so that seems about right. mirror ... i know of 5 ... that is much to common for a league this small. is much to strong compared vs this whole threads contents lol. unless its just been really random dumb luck they dropped so often. is scour 2.0 orb still on the table? any plans to make exact mods of items able to be seen (mainly for stacked mods for use of divines on)? IGN: @Chopatron Last edited by Chopatron#3662 on Feb 29, 2012, 4:22:11 AM
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" Not the right comparison to make. PoE does not have an equivalent to D2 runes, except maybe the Mirror. Re-rolling with orbs is pretty much exactly like rolling crafted items (using perfect gems and low-mid runes). Materials are fairly common, but the odds are abysmal due to large pool of mods to pick from. Truly end-game crafted items are worth multiple high runes, which converts to amounts of pgems not unlike what you amassed in orbs. Rune words post-1.11 were just a separate system that made most other weapon/shield/armor slot items obsolete by giving ridiculous guaranteed mods like 300%+ ed or 50% ias. |
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I certainly agree that items are under valued & orbs over valued. However, it's currently a buyers market. When there's like ~20 people actually using the market forum and you get an awesome drop that interests perhaps 2 - 3 of those there's not going to be a whole lot of bidding action. At that point the alternative is to either accept the somewhat low bid ( but you know that you can buy rares at the same rates from those orbs ), or sell it to the vendor. This will probably get better when release hits and the player base grows.
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" Poor choice, or perfect choice? (one wand type with a diluted affix pool vs. specific wand types with affix pools suited to their use) " Just as you have mace and scepter with different implicit mods and affix pools, the same should be done for dagger, staff, and wand. Leveling up a wand witch on spell damage wands is unfortunate. All my passives are in wand nodes, and firestorm is more efficient (using found items, level 14). I'd like to see better itemization instead of diluted affix pools: Caster wand (implicit spell damage)- excludes physical scaling, accuracy, elemental damage (1-12 lightning), and attack speed modifiers Hybrid wand (implicit elemental damage)- biased towards rolling mid-grade spell, and physical scaling modifiers Pew pew wand (implicit accuracy)- excludes spell, cast speed, spell critical chance/damage modifiers | |
just my 2cts as a low level scrub, I use alch orb on my items, because I don't find a lot of useful rares early to mid game (even bosses drop a sadly low amount of rares, like 0 most of the time...)
At least, with alch, I can get a rare with decent stats on an item with the right socket layout. I completely understand the problem at high level, just wanted to share my experience on the low level front ^^ PoE forums ignore list script: http://userscripts.org/scripts/show/162657 0.4: added "ignore" button. ignore list is now saved locally. Last edited by kodr#0209 on Feb 29, 2012, 5:31:50 AM
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The current roll rate for +%dmg has frustrated me quite a bit too. After I bought my 5link shriek for a couple gcps/regals, i figured rolling 120%+ dmg shouldnt be that hard. This seemed especially likely, since you can buy similar bows for ~ 2-4 chaos.
However, 50 chaos, 40alc+scours, 300+ alts, and a couple regals later, my bow is at 95% dmg with no other useful mods. The highest I got was 104% with an alt, and the regal gave me zilch. I don't play that much, and these orbs were my entire wealth from a few months of playing. I get that if I want good items, not great, I should just buy them. The orbs are just so damn tempting to use! especially when i have a 5link. So i'm pretty demoralized and not wanting to play PoE any time soon, knowing that my weeks of grinding and seemingly exciting drops have yielded such a bad item. Last edited by Plethora#4306 on Feb 29, 2012, 6:06:45 AM
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Honestly, I think that weapon enhanced damage and spell power should be entirely craftable with fixed results. These 2 stats are simply too game breaking (especially enhanced damage).
You could have the best mods all at a perfect roll but if there's 0 enhanced damage on your weapon, no one will want to use it. It's make or break for a weapon to have that sadly. |
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