Comprehensive player's ideas to fix PoE's RNG problems and make it rewarding

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SL4Y3R wrote:

How does being in a group make drops better?


I think playing as a party stacks everybody's IIQ. not sure about IIR though.

can't verify this, because I play mostly solo.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Apr 10, 2013, 2:09:21 AM
Probably not everyone knows:
ICD - Increased currency drop
IIR - Increased item rarity
IIQ - Increased Item Quantity
IMD - Increased map drop

I can't even understand why it is like that while should be the opposite.
Playing solo is more difficult. All the above should be for solo play.
Last edited by Martinezz123#5213 on Apr 10, 2013, 3:41:24 AM
IIQ is Increased Item Quantity. not Quality.
IIR is the one responsible for Quality.

I think the overall aim of the game is to push you towards cooperative play, but right now that's not a viable option because Loot Ninjas run rampant in public games (some even manage to find their way into private parties as well somehow), and trade is a complete mess.

the two possible directions to go from here, is to either reward the solo players better, or introduce something like the Guild system in MMOs.
regulated cooperative play, where people who's purpose is to just abuse the party to find loot for themselves, could be easily banned back to solo mode.

also, people who get kicked out of a party should also be kicked out of the instance, and brought back to town.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Apr 10, 2013, 3:09:46 AM
Sorry, a typo.
(I'm not the native speaker)
Corrected.
Last edited by Martinezz123#5213 on Apr 10, 2013, 3:44:20 AM
"
Martinezz123 wrote:
Probably not everyone knows:
ICD - Increased currency drop
IIR - Increased item rarity
IIQ - Increased Item Quantity
IMD - Increased map drop

I can't even understand why it is like that while should be the opposite.
Playing solo is more difficult. All the above should be for solo play.

Currency drops are tied to IIQ. Maps drops while inside maps are not tied to IIQ, only to map mods, so grouping in maps does not give you more maps.
IIQ will give you more maps when doing Docks, but that is only for lowest level maps.

There is no such thing as ICD and IMD, they are all a factor of IIQ or IIR.

Last edited by Torin#1843 on Apr 10, 2013, 8:12:42 AM
Nice clarification.
I've exaggerated a bit. It's obvious that IIQ should be used on cooperative mode.
However there are better solutions over there. For example drops allocated to certain players. This prevents thievery.
Last edited by Martinezz123#5213 on Apr 10, 2013, 11:39:57 AM
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Martinezz123 wrote:
Nice clarification.
I've exaggerated a bit. It's obvious that IIQ should be used on cooperative mode.
However there are better solutions over there. For example drops allocated to certain players. This prevents thievery.

In a FFA loot system there is no such thing as thievery. Personally I would also like a loot allocation system but it is not fair to call the current one as you did. But there is a separate huge topic for loot systems, no need to use this one for that.

"
You can expend an innumerable amount of chromatics, fusings, etc and the desired end result on any item is never guaranteed. Nor is it even more likely to happen. A weeks' worth of materials gained at near job-reaching level of hours played can be consumed in all of 5 minutes on an item that refuses to four link. That is just on one item. Not a whole set. Not including maps.

This game's economy is rapidly getting worse because there are only wealth sinks. The chance on returns are so minute, you are better off waiting for what you need to drop (four link, five link, etc) than try to craft it. There is practically no lasting reward for the risk involved in changing an item beyond its original drop status. The only godsend in this game is the fact that the items themselves aren't an expendable sink to get better items—but, in reality, they are in a roundabout way.

In a game where everything endgame costs more than 3 exalts, it's nearly impossible to move forward from, say, level 68-75 and get better. I have never seen an exalt drop across any of my characters. Not one exalt , of the 10 i'd need to buy one item. An item that if you attempt to tweak, could quickly crash to less than half its value – an item, that if you tried to craft into existence, would likely cost you well over double its value to make.


Another player disappointed.
source of quote?
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by Martinezz123#5213 on Apr 11, 2013, 3:07:42 AM

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