most simple way to turn gambling into crafting
+1
Another good idea. You should add it to the "Comprehensive player's ideas to fix PoE's RNG problems and make it rewarding" topic, JohnKeys " And if the rolled suffix is the same as it's been already on the item the rolled number/percentage can not be lower than it was. Last edited by Martinezz123#5213 on May 3, 2013, 9:35:45 AM
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added, Martinezz.
and a free bump to your thread hoping it'll grow enough in pages to draw GGG's attention :) Alva: I'm sweating like a hog in heat
Shadow: That was fun |
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To the people who reply too the positive ideas "oh so you'll be maxed out in like three days?":
The game is to be evolving. New acts will be added after the final release. With that new more powerful bosses would/should appear. With that new levels should appear. With that new weapons/armor would/should appear. There will not be "end" and "maxed out" levels. Shouldn't be. That means you will NEVER get maxed out. The solution for constant progress is constant challenge ahead. That's the only way to go. There MUST be a constant and rewarding progress to keep players playing on. Some of them will do it faster some slower - depending on the time spent. |
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This system would honestly make crafting stupidly easy. It will literally increase the rate pf getting godly items tenfold. While there should be a minimum to the lvl of mods rolled, it should never be simply at the same level. If this is implemented as you say, the game would be completely flooded with godly items, diluting the market even more.
I suggest letting the item roll a minimum of 3 mods below its current one, while making higher level mods harder to roll. This way chaoses are actually remotely useable on items other than maps, and it ensures that while godly items are still very rare, while mediocre item becomes much more common. |
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We have the Horadric Cube... and from game start, no less. Scrapping the current orb system -- which is already a perfectly functional and balanced gambling system, thanks to all the effort already put into it -- to transform it into a proper crafting system is foolhardy when such an amazing tool is at one's disposal. Vendor recipes -- accept nothing less.
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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" Indeed. As for the OP, you'd need to make even mid-level orbs ridiculously rare to prevent people getting very powerful very quickly, and then everyone would bitch about nerfed drop rates. If I like a game, it'll either be amazing later or awful forever. There's no in-between.
I am Path of Exile's biggest whale. Period. |
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" Bingo. |
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I don't agree on not spawning less than the item level. I do believe in an orb that would reroll an item's mods but be able to change their tier. I also think having jewellers and fusings not unfuse and remove sockets is probably wise. The odds will still be the same, but have it so they won't break a solid item.
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@Charan, Scrotie, Tinghshi and Slayer,
maybe you guys haven't seen the "ugly end" of RNG, but I have. see, these are all the orbs at my disposal so to me, currency drops are already insanely rare. so rare every orb must count, if I actually have the guts to ever use them. and my other drops aren't good enough to use the vendor recipes like you suggested, Scrotie. maybe I can get 1 or 2 Chaos from half of my stash combined. I cannot stress enough how a completely unfair and unrewarding drop system was a primary reason (but one of many) to me leaving Diablo 3. the heart and soul of every good ARPG I played over the decades, is a good and fair balance between risk and reward. violate that balance in any way - and the game is ruined. the fun from the game becomes non-existent. balance in economy and in general, we'll get back to this in a second. yes, non-wipe-out crafting (or "no-effect wipe-out" to be precise) is essential in a no-gold-based game, where you need to be lucky twice to roll a good modifier (once to find the orb). and since the mods on a level 50 crafted item cannot be better than a level 70 crafted item (unless you wasted a stupendous amount of high-end orbs on it) - it will also make sure you upgrade your gear constantly instead of just staying with one hammer for 20-30 levels. and remember you need to "godlify" at least 5 items to make a "godly" high level character. with the current odds, you are likely to never do that. well maybe you are, but I'm not. as for "violating the balance" and economy - Charan and Tinghshi - you can't stop a man who goes off to 3rd party sites and buys "orb packs" with real money, but you sure can prevent countless others following suit - because they really have no other choice. it's buy or quit. Diablo 3 all over again. and I chose to quit there. an over-rewarding game where everybody runs around in awesome gear, and the devs have to provide challenging content nonetheless (Torchlight 2) - on one end of the spectrum. an economy completely ruined by real-money orb-buyers and botters, effectively making the game Pay To Win (near-future Path Of Exile) - on the other. non-wipe-out crafting is a step towards finding that golden middle, the way I see it. as well as increasing orb drops from certain challenging monsters and high-risk areas, but let's not talk about that. GGG don't like to talk about that. EDIT: read Grimlocke's post here http://www.pathofexile.com/forum/view-thread/366873/page/4/. there is only one way to stop (or at least minimize) this, and that's cut-off the demand. Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on May 4, 2013, 5:45:11 AM
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If this was to be implemented I would never login again.
Perfect gear in 30minutes? No thanks. |
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