modular item crafting -meta currency -economy -eternal orb like

Hi,

i created a new post here about an idea on how to add some new, deterministic aspect to the existing crafting mechanics, while still relying on them. I dont want this to end in a wall of text here, so as a short summary:

It's about creating and using new crafting items, which can either hold mods or sockets.
You use these items, to craft desired mods or socket combos on them and by applying them to existing gear pieces, the mods and sockets are transfered. your gear gets reforged. however the forged mod and sockets stay on the item and only an orb of scouring will remove them. so it has an advantage but at the same time an disadvantage. you are bound to stick with your decision. the forging is again RNG based and overwrites a random (potentially good) mod of your target item.

what you gain, is a certain modularity, because you can decide to apply the mod to a ring/ a weapon / or a chest piece, as long as the requirements are met.

the materials used for this kind of off-item crafting form a sort of meta-currency (as its half item with properties and half currency/orb), which is designed to get rid of the oversaturated low-level/mid range item market, while at the same time creating a hopefully vivid market of crafting materials, which can be widely used across item categories and classes / builds.

for more details about the idea and the possible advantages for the gameplay and economy, please check out the whole post here http://redd.it/1emvm9.

example images showing the items and rules needed:
mod plates http://i.cubeupload.com/jRulO2.jpg
socket plates http://i.cubeupload.com/C3EAy9.jpg
example of usage http://i.cubeupload.com/aE70ri.jpg

any feedback is appreciated.
thx for your time. :)
competition game mode / loot allocation: http://redd.it/18eodl

modular item crafting:
http://www.pathofexile.com/forum/view-thread/387738
http://redd.it/1emvm9
Last edited by DisorderedMind#1931 on May 31, 2013, 10:40:27 AM
Really? No response at all? not even a simple thumbs up /down?
I must admit i'm kind of suprised. There are so many threads about: exalt prices, low drop rates / bad drops / item sets / economy situation being overflooded with bad items, how hard it is to sell something / RNG determining everything / crafting for casual and solo gameplay and so forth.

are links a problem?

I scaled the images so i can embed them here. you can find all contents of the original post below.

Idea description:
Spoiler
The basic idea is to add a portion of deterministic behaviour to RNG based crafting mechanics, while at the same time loosening up the bond between items, item base types and the mods (pre/suffixes and sockets) the player wants to change via crafting.
To achieve something like that, i propose that "crafting items" are created, which can either hold mods, properties or sockets with their respective colours and links. These "crafting items" are crafted using the same orbs and the same RNG mechanics used if you craft an original item. In the last step this "crafting items" can be applied to various items, not bound by their basetypes, but their itemlevel and class affiliation and add or overwrite existing mods/sockets.
To shorten this post a bit, i photoshopped two images showing the items i have in mind as well as the basic rules which define their usage.
For items which hold mods please look here:

Addition: if you regal a magic item with a plate -> rare item with the plate
For crafting items which allow socket crafting look here:

(the level1 strength socket plate is only displayed to show the idea of the minimum item level; normally for socket crafting these plates make only sense above lvl15(3s) or lvl28 (4s) )
By using these mechanics, you gain deterministic behaviour, because you can be sure that the mods get on the items and stay there and you get modularity, which is only restricted by the type and value of the mods you are rolling. You are free to apply them to a variety of different base type items, wherever you need it most. In the end you are free to (partially) design/craft your items according to your very individual needs.
Which leads me to the motivation behind this and the benefits.


Motivation:
Spoiler
From my point of view, the game and the ingame economy has a few childhood diseases and other aspects not beeing considered :

-very item dependent gameplay. you can get easily stuck with no proper gear, and no way to partially improve existing gear

-RNG mechanism naturally produces a lot of barely useable/or trash items. The market is oversaturated with these low end/ mid end items and the current situation makes it impossible to trade something.

-each player and playstyle as well as his current loadout is different. this makes it difficult to sell/buy items fitting the individual needs. especially in the low/midrange field, then players dont know yet where their builds are going

-no good low/midrange item sink, no vendor recipe giving you something in return which is actually useful to your further progress. those few alteration shards wont help you survive vaal.

-higher influx of good items from hc in SC leads to deflation. ppl waiting for ever cheaper items to spend their few higher currency on. -> currently no good item sink

-high risk of ruining essential gear through crafting, leads to hording of currency. crafting as the currency sink is not as strong as it should be (SC)

-solo/casual play and crafting expenses; players miss out on an essential game aspect


Advantages:
Spoiler

-create low/midrange/good item sinks rewarding with the proposed crafting materials. example from above, alteration shards wont help you much with vaal, a rolled golden plate with life mod will

-replaces low/midrange item market with a vivid market of exchangeable and widely useable crafting materials, fulfilling the individual crafting needs

-"offline crafting", without the risk of ruining your gear -> lower inhibition threshold to use crafting, crafting certain mods -> higher currency sink

-save way of offering crafting services, like 5l/6linking items (no need to hand over your unique)

-partially deterministic crafting mechanics allow for higher (build) specialized gear (custom item sets for builds, atleast from the mod/property aspect)

-solo /casual play -> better ways to achieve improved items / getting currency through a lucky roll of a socket/ mod plate

-RNG stays largely in place. you only get 2 mods, or one mod and sockets on an item. If your lucky, your phys reflect mod gets replaced, if your not maybe your +100 maximum life mod gets replaced by the mod of your plate.

-Drawback of using plates, you cant change it afterwards without erasing everything, so you have to deal with your own decisions afterwards. you gain and you loose

-smoother gameplay. less focus on godlike items, instead many individual items shaping your build. incremental crafting / improvement of gear if it takes you too long to find new better gear. (e.f. i once played all three acts with almost the same gear due to nothing of value dropping at all)


Disclaimer:
Spoiler
of course i know, that its not the same for RNG if you have 6 mods to roll on a rare or 4 (2 from plates) but you spend currency, potentially even more, to get a strongly needed rare mod guaranteed on an item. so in one way or the other (trading) you literally paid for it.
Also for ppl who fear that too many good items might come out of this. The problem isnt with too many good items, for that you have to define "good" in the first place, when everyone is playing different builds. The problem is with them either being nothing worth, or being to expensive. Thats why a good item sink is needed, in case prices are to low to pay off, -> get some valuable crafting materials instead. If good gear is to expensive, when everyone can stick to incrementally improving their own gear until prices settle down. There are always two sides of a coin, but as in stochastic, these have to be in balance.
A game normally shouldnt cater around those 1-2% of the players, running around with excellent gear. It should cater around the rest of 98% who want a challenging but doable and motivating gameplay without the need to pay high level stuff. This is especially true for the many casual players and solo leagues, who cant afford/trade for them anyway.


of course i dont demand that something like this is 1:1 realized. I just thought it might be an interesting approach to bring the crafting mechanic to the next level. you gain a higher degree of freedom in your crafting and a basis for a new set of market, which has higher chances of success than the current item market for low/mid level gear. it might also be a possible solution for all those topics mentioned above.

for example the issue of exalts being the lead currency. it in general makes no sense to have a high value but rare currency as basis for trading. how do you expect ppl to pay for the gear you offer? this only favors RMT sites, scams and multiboxing. you wouldnt mint a 1 trillion $ coin, would you?

if you make unidentified socket or gold plates stackable, you get your lead (meta-)currency, which is always and widely available but at the same time through RNG contains the possibility of great value. get paid in a stack of 50 or more socketplates and perhaps you get lucky and roll a 5l/6l. ppl tend to forget that for all currency, crafting is the only sink to stabilize its value. if you get high acceptance of this meta-currency, because of their convenient addition to crafting, you get a healthy permanent currency sink.

but well, thats atleast what i think. please throw me a bone here, with your opinions taped to it.
competition game mode / loot allocation: http://redd.it/18eodl

modular item crafting:
http://www.pathofexile.com/forum/view-thread/387738
http://redd.it/1emvm9
This system (with no RNG) was (more or less) in a MMO I played.

It's pretty good, but at the same time complex, people will take time to learn it (beacause you will need to learn what is a prefix, what is a suffix, what is the name and rank, and if it can go or not on a item and if it can combine with an already existing prefix/suffix). Probably that's why you got no replies so far :) It's hard to understand unless you know the concept from before.
Last edited by kiorull#3026 on May 20, 2013, 8:47:37 AM
well thought out and well written

would be an interesting feature (always like more options), though im not certain that RNG would still be in effect - maybe im not fully understanding this, but wouldn't you be able to just craft 3 OP plates with just alts and augs add them to your item, seeing as they can't overwrite abilities already applied by other plates - resulting in easily and cheap attained god tier gear

putting 1 plate on while blue -> regal your items -> put the 2 rare plates on, removing the regaled ability leaving 6 mods from your plates

anyway as you say, its only an idea and it might be far from how it would be implemented, and i believe its a cool one, thumps up from me
ign HC: Arnold_Schwarzeneger
ign Nemesis: Svamp_i_fugen
thx you two, you made my day.

here is an example image of how crafting with these items is supposed to work:

Spoiler



@kiorull:
you dont have to bother the suffixes and prefixes and their restrictions. the mod plates (silver/golden) and the socket plates are initialized by RNG. so they have either a random mod on them, or a random class affiliation (socket plate of strength etc.)

Mod plates, show for each mod you roll, all the items they can be applied to and the required item level. basicly generating notes based on the restrictions automatically, what i had to look up in the mod compendium.
So it should be farely easy to use and trade these plates.

@LazerTechnoBuddha

If you regal a magic item with a silver plate on it, you get a rare item, which still has one slot occupied, and the same mod on it.

each mod plate, silver and golden can only hold one property. exalts and augmentation orbs dont work on them!

so you can have either 2 mods out of 6 possible on a rare plate, or one guaranteed socket-combo and one mod.
On a magic item you can either have one mod, or one socket combo. again, regaling the item, will still occupy one of the 2 slots of an rare item with the socket plate.

I expect that you get more useable items, rather than godlike items. And you always have the drawbacks to balance it out. you can always overwrite a good mod on your item.
if you once decide you need a certain 4L now! to win a bossfight or something, there is plenty of room to regret it afterwards, if your gameplay/favourited used gems change. ^^
competition game mode / loot allocation: http://redd.it/18eodl

modular item crafting:
http://www.pathofexile.com/forum/view-thread/387738
http://redd.it/1emvm9
Its interesting to see, that with the upcoming eternal orb

0.11 Announcement

the basic code is allready implemented to apply stored properties and socket combinations to normal items. if you combine this code with the existing crafting mechanics, you basicly get the crafting items proposed in this idea above.
So the work required to realize such a thing should be within limits?

While the eternal orb will be valuable for the given reasons, I'm still wondering if the proposed idea, with the suggested crafting items, wont add new positive impulses to the economy, to crafting in general and to solo leagues.

it probaly would also allow a smoother transition/fresh start to other leagues, in which you cant benefit from full stash tabs to get and craft your gear.


any further ideas, questions and comments?

is the idea to complex, or is some info missing?

or are you just fully content with the way crafting/economy/solo-casual play is atm and there is simply no need for the stuff suggested?


competition game mode / loot allocation: http://redd.it/18eodl

modular item crafting:
http://www.pathofexile.com/forum/view-thread/387738
http://redd.it/1emvm9
i like it

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