most simple way to turn gambling into crafting
short version: make orb-usage incremental.
a bit less short version:
Spoiler
(1)Alteration and Chaos: rolled modifiers cannot be lower than item level. (2)Jeweler's and Fusing: amount of sockets/links cannot be lower than current amount. (3)Alchemy, Transmutation, Chance when not unique, and Regal: amount of mods is random, but none can be lower than item level. (4)Blessed and Divine: numeric values are incremental. for example if an item has "+20 lightning resistance" and maximum value for this mod is 50, result of a successful roll will give it any value between 21 and 50 inclusive. item level gives a higher chance to roll values near maximum. (5)Augmentation and Exalted: still possible to get the dreaded "light radius" and "thorns" mods, but cannot be lower than item level. orbs (2) and (4) will have a wipe-out chance of making no changes. effectively wasting the orb. feel free to copy and paste this to any thread you'd like, because I "stole" this from many, many people who proposed it before, and the credit is all theirs. note to moderators: feel free to move this into the "suggestions" forum if you want. the one no GGG dev ever reads :) Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on May 3, 2013, 7:51:43 AM
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This would be nice to see in the game. +1
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That would mean any ilvl 70+ is insta-godly just by an alch and couple chaos.
I find that this system isn't THAT bad if we cut out the worst statistical outliers. So, my suggestion: Fusings and Jeweller's: Can't get less sockets or links than actual, if the roll dictates it should, the item is unchanged. Alts, Chaos: New affixes are at least the same level than current ones. If the new mod's max level affix is below, it's used. (Yes, it leaves the door open for some "worsening", but overall it allows for steady improvement) All the others, unchanged. |
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So anyone for play with dedication for 3 month will have a godly char ? I mean following your idea each time you chance then scour an item you increase the chances to get a unique.
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" I think level 70+ items deserve to become "insta-godly" for several key reasons: (1) orbs are far, far less common than they should be, so in essence each one has to "count". the more rare the orb, the less it's chance of "no-effect wipe-out". (2) level 70+ items come from level 70+ maps. you got that far? you deserve better. pure progress. and requirements will make sure you can't give that item to your low-level character. (3) there are several "levels" of "godly": all elemental resists +20 is better than +10. +100 HP is better than +70 HP and so on. how do you progress from "godly" to "more godly"? more orbs. the very essence of crafting. this is why I don't agree with your changes to Alts and Chaos. well I do, but only if they won't ever drop with modifiers weaker than say "item level - 10". Alva: I'm sweating like a hog in heat
Shadow: That was fun |
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" my friend, RNG will make sure you won't :) I play since the start of Open Beta (probably more than 300 hours already), and I don't have half the orbs I listed. never even saw most of them outside trade chat... and, about the Chance->Scour part: I said no such thing. also this: " Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on May 3, 2013, 8:36:32 AM
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" I agree with this, and it doesn't seem like something GGG would have reason to be against either. Alteration Orb Union Local #7
"Alts are 16:1 Chaos. You got that tough guy? |
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" Going from a 5L to a 6L would still require lots of fusings (same chance as now) but most would just fizzle and yield no change instead of ruining the item. You shouldn't misunderstand this suggestion as "if I have a 5L and use a fusing I get a 6L", that's not the point. |
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Plans are making Act3 Merci up to lvl68 (and thus ilvl 68). That would also mean act3+ may reach up to lvl70.
http://www.pathofexile.com/forum/view-thread/352437 Game isn't finished, will never be. Don't take current state as written in stone. 1) I agree. But the solution to "orbs drops less than they should" is actually incresing orb drop rate, don't you think? 2) I'd argue with the Reduced requirements mod, but since it only works on attributes... BUT, even if you have a lvl70+, it should take some time and effort (or luck) to get top-notch items. Afterall, if you can get mirror-worthy items in a couple weeks of farming, the sense of progress is instantly stopped (actually worse than now, now you can luck out and have improvement, having a best-ever item means you can't improve no matter what) and game's lifespan is very short. Also, fixing mod level with ilvl would leave few mods available: http://en.pathofexilewiki.com/wiki/Item_affix#Reduced_Attribute_Requirements In a restrictive implementation of that, it could mean an ilvl70 could have only a couple of crappy mods. :P Edit: This is an answer to johnKeys. Last edited by Faerindel#7173 on May 3, 2013, 8:39:41 AM
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@Faerindel,
1) exactly. but after countless threads ignored, writing "increase the orb drops" will probably make any dev reading this, stop reading. for some unknown reason, it contradicts the way GGG define "Hardcore". to them, a crazy game where you come out empty-handed 90% of the time is harder. it sure is, but for all the wrong reasons. 2) notice you get "mirror-worthy" items in a couple of weeks *after* reaching level 70 or higher (because you need to either over-level, or have a supreme build to try level 70 maps at level 70). that means you already clocked a few hundred hours by then. it's not an MMO designed to be played forever. also, you just find a mirror and then we'll talk about "mirror-worthy" :) but on a more serious note: it would still take a lot of time and effort to craft one item to the "very godly" degree. and a typical character has at least 5 (not including rings, amulet and belt) equipped. you can clock over 1000 hours in this game easily. the only difference is - my proposed changes will actually help make your effort mean something. Edit: as for the item level part, the solution is quite simple: the best mod grade in a type table, should be defined as a range and not a single level. for example, best block modifier should be "level 58-100" instead of just "level 58". Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on May 3, 2013, 10:02:35 AM
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