The Socketed Device: A Party/Solo Balance Fix for Maps (RETRACTED)
This suggestion is retracted pending rewriting. Version 2.0 will be out shortly.
Please +1 this suggestion if you like it and -1 it if you hate it. Why you love/hate would be nice to know as well. Purpose: Equalize solo and party play in terms of both cost per map run, and in terms of yield (loot gained) per map run. Implementation: Well, let's just say it's a little outside the box. What if the map device in the Eternal Laboratory was similar to a itemlevel 50+ chest that started with one socket, and the sockets and links determined how the portals worked?
Note that, due to non-random effects, downtime will be minimal; instead of "crafting the device" trying to reroll for great mods, players just insert the required currency and get on with killing things. This is especially important in group play, where waiting on someone to get the map started would have the potential for boredom. In addition to its main goal of balancing solo and group map play, "socketed maps" idea would also make group map-hunting runs in Act 3 Mericless viable by removing the group exception to map drops, and also ensure that all currencies (except for GCPs and Blessed Orbs) can be invested in the map system, providing a more stable currency economy through currency sinks in consumable items (infinite demand) in addition to their current application on permanent items (strong but finite demand). Speaking of Blessed Orbs, here's an additional suggestion:
Here's an example.
![]() 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. Last edited by ScrotieMcB#2697 on Apr 6, 2013, 10:21:30 PM
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how about not useing your portal limit/link idea
and make maps socket instead now we assume i got a map with maybe 2 sockets that arent linked,the colour of thes socket are green and red a start with a transformation orb on that mape it adds an affix to the map max resist reduced by 5% or player is crused now i add an augmentation mobs in the area hav x% more life/movementspeed/attackspeed/castspeed now i could use some of the skillsgems i found (lets go with a red one) that skill gem increases the fire (since its a red one) the mobs deal on this map if i add a green gem as well the mobs would deal more lightning dmg or i could change the colour of the socket (---> i switch it to red as well) that would add even more fire dmg( no wait i dont want even more fire dmg so i decide to link those 2 sockets) now that those 2 red gems are linked 1 would increase the fire dmg and the linked one would increase the chance to burn me/burning duration or the buring dmg important is that you cant! remove the gems but ofc you could use an orb of sourcing and remove all affixes |
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" So how many inventory slots would maps take up then? I'm fairly confident that the map system would be nearly unusable if every map took up as much inventory space as a chest. 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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" ya that would be a problem ^^ i just wanted a way to use skillgems as well and wrote down what came to my mind (didint even spent more than 5 min thinking about it) so feel free to tear it apart as much as you like |
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Amazing suggestion Scrotie. I love it. +1
As for Chromatics and the like, perhaps the colors could represent bonuses to IIQ/IIR or some other reward and each be tiered. For example: If a map had a red, blue, and green "socket" (thus a red, blue, and green portal), each portal gives a different temporary bonus to the player while in the map. Bonuses to IIR/IIQ, Faster health/mana regen, Boosts to damage, etc etc, could be some. None overly amazing. The bonuses could follow the colors. Red would give things related to Str/HP/Physical Damage, Blue would give mana, elemental damage, and such, and so on. IIR/IIQ could be a gold socket that is rare (for obvious reasons). There could be a white socket added that is just a plain portal with no bonus. These bonuses could make using Chromatics on maps very helpful, though not necessary for lower ones. Last edited by TremorAcePV#7356 on Apr 4, 2013, 2:56:55 AM
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"Thank you. "In my mind, I'm trying to think of something beneficial it can do that's nonrandom. You'll notice the Jewelers and Fusings aren't random, and that's 100% deliberate; I'm trying to reduce the amount of downtime spent at the device configuring the portals, so that both groups and solo players can walk up, configure it quickly, then get to killing things. Randomizing the colors could lead to sitting at that device for quite some time -- pretty much a buzzkiller if you're leading a group of 5 or 6 players. Of course, thinking of Chromatics doing something nonrandom is extremely difficult. 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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The Chromatics could just be set up to "purchase" certain sockets. Kinda sounds opposite of what GGG goes for, normally, but it'd go into how you would want it to work.
For example: 1 Chromatic is used to buy 1 socket being 1 color. Add more chromatics to get a higher tier of bonus. 1 Chromatic could be used to buy 1 red socket that gives 1% HP regen on that map. 3 Chromatics could give 3% HP Regen and so on with all other sockets. Gold sockets (IIR/IIQ) would need to be relatively expensive considering their bonus. Perhaps 10 Chromatics, 20, 30, so on for the bonuses. If GGG wanted to add this though, they'd want there to be a negative to having the IIR/IIQ, which I think, there inherently already is at least two. Firstly, this would make it so that one portal was Gold. Meaning 1 player gets this bonus, and if that player doesn't get the final hit, the bonus isn't applied. Secondly, this takes up another slot for a portal to give HP Regen or some other useful stat to use in the map, meaning you'd be sacrificing some minor survivability for minor increase in IIR/IIQ. |
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Edited OP for new Chromatic Orb functional I thought up. Also improved visual presentation.
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. Last edited by ScrotieMcB#2697 on Apr 4, 2013, 10:19:59 AM
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I think this is a pretty good idea to make maps more fun, overall its a good idea. But also don't forget they do plan to be adding new acts to the game every 8 or so months when its live so when that happens this might not be as relevant.
IGN: _NeverGiveUp_
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While the concept is cool and everything, why would I run maps if my gear is perfect?
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