Chop Finale .... ROLL DAY~

"
lazyman75 wrote:

About the idea - it's very simple and was implemented in many D2 mods to great success.
On top of the random chance orbs there would be number of vendor recipes, where you'd trade the item you want modified + other ingredients (orbs, quality gems, specific rares, uniques, ... ) and as a result, you'd get your item back with "something" specific to the recipes done to the item.
For example:
trade your weapon + 20% quality red gem -> you weapon (same mods, everything the same) + guaranteed +1%-2% ED added.
This would allow improving your existing gear and if the recipes are done correctly, at high levels you won't use low orbs (alch/chaos) directly, but for the recipes or for creating ingredients for recipes.


I like this idea but the item being improved needs a slight chance of breaking at some point
"
lazyman75 wrote:

About the idea - it's very simple and was implemented in many D2 mods to great success.
On top of the random chance orbs there would be number of vendor recipes, where you'd trade the item you want modified + other ingredients (orbs, quality gems, specific rares, uniques, ... ) and as a result, you'd get your item back with "something" specific to the recipes done to the item.
For example:
trade your weapon + 20% quality red gem -> you weapon (same mods, everything the same) + guaranteed +1%-2% ED added.
This would allow improving your existing gear and if the recipes are done correctly, at high levels you won't use low orbs (alch/chaos) directly, but for the recipes or for creating ingredients for recipes.

Of course, this system would ultimately lead to really godly items in the end, but .. that's the goal of every ARPG, isn't it?
Such system would allow almost unlimited tweaking, limited only by creativity of GGG devs.



i see the possibilities with it, and also see the definite deed for caps. i doubt any system will be implemented that gives 100% results to the top, so would be another # to track on items of how many times its been modified just like whetstones.

it was impossible for me to buy a 200%+ weapon cause nobody would sell. with a system that you suggest it would then have been possible for me to get that within reason, even with very high cost. im pretty sure ggg is against this.

randomness for godly is the name of the game, always has been. i am brainstorming to better the mid level to make the randomness farming better for the hardcore and not impossible for the casual.

they could cap recipe'd weapons from your recipes at 170% and it be ok with high cost imo, but if people are expecint to be able to recipe/upgrade all the way to 200-223% i think thats in vain.

i see tons of possibilities with recipes + items like you say. xx + xx + xx + chest = +5% rarity/quantity etc. or resist etc.

that also cuts way way way down on randomness of needing to roll those mods to begin with, thus price would have to be astronomical.
IGN: @Chopatron
I think the idea of item having a chance to reroll or downgrade after some point would still keep the truly godly items in the next-to-impossible-to-get realm.

And of course, price of the craft could go up after certain "break points", like .. 1 chaos for +1 rarity if the item has 0-5, 2x in 5-10 range, 4x in 10-15 , etc.

If the ingredients needed would scale exponentially (2^x), you'd still be able to tweak your beloved item to perfection, just with really high cost in the end. And with the chance for the recipe to fail and downgrade the item instead, it would take some serious dedication to make item truly perfect.
Last edited by lazyman75#5339 on Mar 1, 2012, 5:55:52 PM
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Mailius wrote:
Generally I agree that the item balance issues are primarily important in the mid-range, since that's where the balance concerns are now (I think the rarity of uniques is a different issue, but I'm not going to make a big deal about it in this thread which seems to be more currency-based). I mean, part of the reason the game is so easy (HC players seem to die to lag and crashes more than all natural causes combined), is because items are so unreliable, that they can't really tune the monsters up enough that for an average character it would be challenge, but also a zero stash HC character would be able to progress. ie. characters are maybe 25-30% as effective as they could be without items stashed for them, and even characters with decent weapons stashed away are likely to be more along the lines of 50-60%.

For instance, my Mara spent ~10-15 levels never seeing a 2h weapon better than the blue I was using, then suddenly a 1h weapon drops that does something like 70% more DPS than my 2h weapon, and was one handed.


this is what im trying to help. im trying to find ways to let it be easier to get upgrades while leveling up and when playing at high level at the mid level (items casuals would be happy with).

right how it scales way to high towards end game elite godly items, and could relax a bit in the middle of the curve.

low quality ---------------------------decent--------godly

i think we could get it closer to

low quality -------------decent----------------------godly

help during leveling with decent upgrades.

help causals actually be able to craft decent things and not rage quit.

keep the initial feeling of crafting being fun.

still keep godly items super rare.

thats the goals i work towards.

edit: i dont like the item breaking on upgrade system. i hated that in TL. im against current socket and fusing systems for the same reason. i want to move forward at a cost, be it randomness or currency. i dont want to start over from bad luck.
IGN: @Chopatron
Last edited by Chopatron#3662 on Mar 1, 2012, 6:02:54 PM
I just wonder if they will make Quality have a bigger importance in game. Quality influence like

- Higher quality = better mod
- Add quality on item with mod = chance of rising 1 point or 1% of the mod ammount

and such would make it worth more, as the already announced

- higher quality = higher chance of link with fuses

by devs
Because life is short, you shall make rains of all sort - Amarena, the Iron Man
-
My IRON MAN witch build video:
http://www.youtube.com/watch?v=JJOUcu0ioL4
-
Do you want your witch wearing PANTS? check
http://www.pathofexile.com/forum/view-thread/19769
"
Amarena wrote:
I just wonder if they will make Quality have a bigger importance in game. Quality influence like

- Higher quality = better mod
- Add quality on item with mod = chance of rising 1 point or 1% of the mod ammount

and such would make it worth more, as the already announced

- higher quality = higher chance of link with fuses

by devs


yep could be, it also consumes the quality thus making it a sink for % adding items?
IGN: @Chopatron
Re: Scour 3.0

1) You could have the "capture" portion downgrade the damage 1-2 tiers. So if you choose to build an item by specifically picking and choosing then you're going to have to settle for numbers 1-2 tiers lower.

Then make it so that you can only apply these scours to existing items if the mod doesn't exist to limit the number of customizations you can do.

This would allow "decent" items to be crafted with some effort. It would make some think about if they really wanted to destroy an item for 1-2 tiers lower. And prevent any Godly items from ever being hand crafted.


2) Mixing some above ideas: You could have a simple recipe to get an orb for a specific mod. IE - 10 scours + 3-5 rare items with the same mod = 1 "infuser" with that mod.

That "infuser" can then be applied to any rare but it will roll for it's tier with a low chance for godly tier.

You could then repeat that for a different mod.

If you add 2 mods to an item at a 1/500 chance for top tier you're looking at a 1/250,000 chance to craft a top tier item. But you'll at least get the stats you want, just not the highest modifiers. So you get "decent"

"
Xine wrote:
Re: Scour 3.0

1) You could have the "capture" portion downgrade the damage 1-2 tiers. So if you choose to build an item by specifically picking and choosing then you're going to have to settle for numbers 1-2 tiers lower.

Then make it so that you can only apply these scours to existing items if the mod doesn't exist to limit the number of customizations you can do.

This would allow "decent" items to be crafted with some effort. It would make some think about if they really wanted to destroy an item for 1-2 tiers lower. And prevent any Godly items from ever being hand crafted.


2) Mixing some above ideas: You could have a simple recipe to get an orb for a specific mod. IE - 10 scours + 3-5 rare items with the same mod = 1 "infuser" with that mod.

That "infuser" can then be applied to any rare but it will roll for it's tier with a low chance for godly tier.

You could then repeat that for a different mod.

If you add 2 mods to an item at a 1/500 chance for top tier you're looking at a 1/250,000 chance to craft a top tier item. But you'll at least get the stats you want, just not the highest modifiers. So you get "decent"



now we cookin with gas!

would prolly cap it at 2-3 levels below max. i.e. ed would be vicious and ed/acc mercenaries.

so in theory you could infuse :

10 scour + 5 vicious weapons = 1 vicious infuser 90%-109%ed

10 scour + 5 mercenaries weapons = 1 merc infuser 45ed to 54ed/51 to 64accu

10 scour + 5 gleaming weapons = 1 gleaming infuser +17-20 physical dmg

for 1 weapon that ends up looking like :

135%-163%ed
+51-53 acc
+17-20 phys dmg

needs cost worked on, 10x scour and 5 items isnt enough. would have to be near exalted in cost or maybe even more. need more insight on that.

would force it to be put on white base, would make infuse turn rare, and and have the option to exalt last 3 mods or infuse more.

i do believe we have something on the line that actually has a chance to go somewhere!

nice work.
IGN: @Chopatron
Last edited by Chopatron#3662 on Mar 1, 2012, 9:28:51 PM
I think theres some very interesting discussion going on here, and I'm not trying to quash that, but you seem to be overlooking one factor which makes the potential orb that you're discussing break the mod balance in half.

Certain mods can only exist on certain types of items. In some cases this is for purely practical reasons, such as not getting local damage increase on flasks, because they'd have no effect, but a big part of that is balance. We've very carefully built a system so that a witch, for example, can't have spell damage mods on every gear slot (NOTE: I don't actually know for sure if that specifically is the case, although I strongly suspect it is - this is just an example).

If there is a way to remove a mod from one item, and then put it on a different item then so far as I can work out, one of two things happens:
  • You can use it to store a mod from item A, and put that mob on item B of a type that can't usually get that mod. All our balancing work here becomes meaningless and serves only to make dropped items inferior to crafted ones because they can't get those mods. Unacceptable (to me at least, your opinions may differ :P)
  • You can only put mods on the same kind of item you got them from, or at least a type of item on which that mod could spawn normally (This might still make crafted items better than dropped ones because mods can be much rarer to spawn on one type of item than another). This requires players to know which mods area available on which items in order to use the orb, and for anyone who doesn't spend the time looking up all that information, the function of the item is unintuitive, and possibly leads them into making mistakes and ruining their gear (removing mods thinking they could put them elsewhere, and then finding they can't).
Personally, I would not be at all happy with either situation.

That doesn't mean there aren't ways that similar functionality could be achieved, but I thought I'd point this out so you can keep it in mind as you discuss possibilities here, as this aspect seems to have been largely ignored in the conversation so far.
"
Mark_GGG wrote:
I think theres some very interesting discussion going on here, and I'm not trying to quash that, but you seem to be overlooking one factor which makes the potential orb that you're discussing break the mod balance in half.

Certain mods can only exist on certain types of items. In some cases this is for purely practical reasons, such as not getting local damage increase on flasks, because they'd have no effect, but a big part of that is balance. We've very carefully built a system so that a witch, for example, can't have spell damage mods on every gear slot (NOTE: I don't actually know for sure if that specifically is the case, although I strongly suspect it is - this is just an example).

If there is a way to remove a mod from one item, and then put it on a different item then so far as I can work out, one of two things happens:
  • You can use it to store a mod from item A, and put that mob on item B of a type that can't usually get that mod. All our balancing work here becomes meaningless and serves only to make dropped items inferior to crafted ones because they can't get those mods. Unacceptable (to me at least, your opinions may differ :P)
  • You can only put mods on the same kind of item you got them from, or at least a type of item on which that mod could spawn normally (This might still make crafted items better than dropped ones because mods can be much rarer to spawn on one type of item than another). This requires players to know which mods area available on which items in order to use the orb, and for anyone who doesn't spend the time looking up all that information, the function of the item is unintuitive, and possibly leads them into making mistakes and ruining their gear (removing mods thinking they could put them elsewhere, and then finding they can't).
Personally, I would not be at all happy with either situation.

That doesn't mean there aren't ways that similar functionality could be achieved, but I thought I'd point this out so you can keep it in mind as you discuss possibilities here, as this aspect seems to have been largely ignored in the conversation so far.


edit:

after reading your post again, i think you are talking about a different usage for the orb than we are currently at.

currently we are at "infusing orb" being a recipe made orb that consumes items in a recipe via trade screen based on mods. limited by mod level well below the top tiers.

(the post right above your post)
----------------------------------------------------------
i dont think we made it that far yet =)

the first situation would definitely be out of the question. as you'd have redic double stack d2 items like enigma bramble, but would instead be +100ed gloves or rings etc. knew that was out.

second situation you listed is closer to something that could actually be worked on i believe.

even if it were to only start as a weapon only orb in much the same way whetstones are. it would still be an enormous step in the right direction.

if it works better we can continue talking with "infusing orb" only working on weapons, and leave the later problems for a later discussion.

devs talk in terms of definite and stone cold law. it is always good info to have, and lets us know what boundaries to stay inside of =)

thanks much for the insight.
IGN: @Chopatron
Last edited by Chopatron#3662 on Mar 1, 2012, 9:57:46 PM

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