25 orbs of fusing and still no 4L

This all boils down the the fact that rng is tied to ability layout.

I see a lot of folks defending this aspect without fully appreciating what end game is and how you will need to be able to modify and move skills around.

Other games, your abilities are not tied to your gear and you get what you get as far as character design dictates.

Here your abilities require an item, socket links, and socket color. This is the one thing that will need to be changed with regards to retention. Remove the rng and the system will take care of itself since people will need to tinker with gear and skills to master end game content.
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robble wrote:
I wouldn't mind if the odds of getting 4l and 5l were a little higher. 6l should remain damn near impossible to get.


I'm a bit curious as to why? Don't get me wrong, I don't expect to be handed a set of BIS items from the first quest, but isn't it better to balance the game with the assumption that those 6 sockets will be linked after a reasonable amount of effort, rather than make it near impossible to get them linked?

As an example (slightly far fetched perhaps), consider the cooking skill in Everquest 2 when it was first released.

You had certain abilities with which you were supposed to counter potential mishaps during the crafting process. Pretty soon, people found out that the absolute best solution was to press all the buttons at once as fast as possible.

The developers solved this by adding a much higher mana cost to the skills - BUT - button mashing was still the best solution to get good crafting result!

This causes quite a bit of frustration, for me at least.

My point (finally) is that I think that limiting (or "taunting") players with factors they have no control over (or can acquire control over by spending time) can be very damaging to the game experience.
Well casual players and hardcore players progress the same way just casual players do it over a longer period of time. If someone puts more time into something than you do they are going to get more out of it. You can still get the same out of it it will just take you longer. If you and your buddy work the same job but he does lots of overtime hes going to make more money than you do, the bonus is that you have more time off. You may progress slower than people who choose to binge on games, but imo, thats the better way to play because the game will last you for ages.
Last edited by MrInternational#2844 on Aug 27, 2012, 2:07:23 PM
Applying orbs to items to get the desired outcome can be compared to killing mobs, and getting the drops that you need to progress. As an ARPG, killing mobs and getting drops is a mechanic (or feature) that comes with it. What POE does is it gives the players alternate means to achieve their goals, in this discussion, a 4L.

Progress bar vs. RNG

OP seems to be implying that progress be indicated, even if it is just a little amount. He wants to see his progress for the time that he put in. Let us say we put a progress bar (like and EXP bar) on an item, to indicate the next slot generation. We count the number of orbs to upgrade towards the next slot.

Pros: you see progress, 1 orb = +1 to the next slot level
Cons: will need balancing;
if 1 orb = 1% chance to become 4L
then 100 orbs = 1 slot level

That is just an example. Note that there is a topic that mentions how much orbs you need to 4L, 5L, 6L. I will post it when i find it.

I do not like this progress bar on orbs. They would need to up the amount, to balance items. And did I mention, less chances to get a "lucky" break?

Also, killing mobs will give you lot more than this. An orb, an item, a rare, a unique, a skill gem, or even, a 4L.


To sum it up, think of it like this: You want to roll a six, POE gives you 10 throws with a dice, instead of just one.



I need more purple titles
I'd personally like if Orbs of Fusing only had a chance to create links, not remove them.

There is no reason to ever want to remove links.
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Zenn3k wrote:
I'd personally like if Orbs of Fusing only had a chance to create links, not remove them.

There is no reason to ever want to remove links.



Not true. I can think of a variety of ways I could use a 6S with 3 sets of 2L or even using it for a 4SL and a 2SL.

The problem is that we can't tinker (due to rng).
The issue is most people who use one jeweler to go from 1 to 4 sockets, and then 1 fusing to link them all like I did yesterday in the 1 week race are the people who don't log in to complain.



This is coming from someone who has spent 5 GCP + all the jewelers I've accumulated from a level 75 on the hardcore ladder trying to get 5 or 6 sockets on a chest piece that is almost perfect and has an exalted slot ready to go.

I agree it is frustrating but it is the nature of the game. In this game the MOST important stat is sockets inherent on an item. Then you can go about alch\chaos\transmuting\regaling.


You never, ever want to start with low sockets on your chest (or 2h) item. Much easier to make decent to good stats on the item then go the other way.
"When I close my eyes, I see this thing, a sign, I see this name in bright blue neon lights with a purple outline. And this name is so bright and so sharp that the sign - it just blows up because the name is so powerful... It says, "Diamond Supporter."
[/quote]One lottery ticket, your odds are 1 in 14,000,000. With two, your odds are 2 in 14,000,000. That's the same as 1 in 7,000,000. The odds only become 1 in 13,999,999 if you already know that the first ticket was a loser before you pick the second one, and thus you have a slightly smaller pool to pick from on the second go around.[/quote]

I calculated incorrectly, and thus was wrong. You are right.

Evil Sysadmin
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Tarmalen wrote:
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Zenn3k wrote:
I'd personally like if Orbs of Fusing only had a chance to create links, not remove them.

There is no reason to ever want to remove links.



Not true. I can think of a variety of ways I could use a 6S with 3 sets of 2L or even using it for a 4SL and a 2SL.

The problem is that we can't tinker (due to rng).


Sure, but most of the time, there isn't any reason why you couldn't just have all those linked and it only stand to improve.

The only possible negative might be mana cost.
The linking and socketing percentages are way too low at the moment. You almost always end up out leveling the item before you socket/link it the way you want. There really should be some way of boosting your chances.

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