[Discussion] Do we need more-focused crafting in PoE?

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Evgenit wrote:
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MonstaMunch wrote:
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Evgenit wrote:
But that won't happen for many reasons.


Can you name a few? I'm not saying there aren't any, but I don't think any of them are insurmountable, other than the possibility that it may simply be something they aren't interested in implementing.


1. As you said yourself they aren't interested in implementing this unless many people support it which I doubt.
2. It requires a lot of work on their side. This isn't just another map or anything, this is an entire new crafting system.
Actually, these are the only reasons I can think of.
If you support my idea you can sign this petition!


Well, your point 1 is a guess (and no, I didn't say they have no interest in it, I don't claim to know), and while you're right about it being a lot of work, it's not a new system and the work would presumably be mostly from a design perspective.

With regards to whether or not it's something they have any interest in and whether people making a fuss about it would help, we simply don't know. I don't recall ever reading an official GGG opinion on the matter. If it's something they are strongly against, I doubt any amount of spamming about it would make a difference. However if it's something they actually like the idea of, then it may simply be a case of presenting a viable path to implementing it.

As for being an "entire new crafting system", it's not, from a mechanical perspective it's just adding recipes and tweaking drop rates. It would require a lot of design work and testing, but no major mechanical changes.
Last edited by MonstaMunch on Mar 31, 2014, 10:11:45 PM
The idea has merit. And I agree with you assesment of the current crafting system. I used to craft a lot but after many, many, many, many failed attempts and tons of wasted currency (including exalted orbs that me gave mods like +8 to dex), I finally gave up. I discovered that it's cheaper to save your orbs and get things off of trade chat than to bother with the current, sub-standard crafting system.
Last edited by CentauriSoldier on Mar 31, 2014, 10:54:00 PM
to move the the focus in item crafting towards collecting base types of gear would force ggg to nerf the drop rate of orbs.
and it would bolster up the argument against selling stash tabs as being "pay to win". because you need alot of space to store away gear in comparance to orbs.


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I used to craft a lot but after many, many, many, many failed attempts and tons of wasted currency (including exalted orbs that me gave mods like +8 to dex), I finally gave up. I discovered that it's cheaper to save your orbs and get things off of trade chat than to bother with the current, sub-standard crafting system.


you're currently better off trading than crafting items yourself because trade prices are much too low. it will get even worse if a better trading system is implemented.

the reason for prices being so low is because it's possible to find uber items ingame which 80% of the majority of players will never be able to roll with orbs.

prices would adjust accordingly if certain prefixes and affixes could only be crambled (crafting+gambling) using orbs. people who have to apply 2 exalted orbs to make their items good will not sell this item for 2 exalted orbs but 4-5. in this system, orb drop rates would need to be increased and cafting would become a necessity.

age and treachery will triumph over youth and skill!
i welcome anything that makes crafting less random, my ideal of crafting should be what median xl did with honorifics and shrines.

for reference(select items [menu] ----> honorifics an shrines craft): http://modsbylaz.vn.cz/

specialy the honorific part, being able to craft your gear from lv 1 and see it grow with you was just perfect.

to avoid having to create lots of new orbs i think this crafting could be used with gems say:

fireball + weapon lv1 = weapon with 15 extra fire dmg and +2 base lv
fireball + weapon lv3 = weapon with 30 extra fire dmg and +2 base lv
anger + weapon lv5 = weapon with 30 extra fire dmg, +3% fire dmg and +2 base lv
and so on

of course numbers need balance and the gems will need some sort of check like giving all droped gems at least 1% quality and then making that only gems with quality of 1% or more can be used on the formula but that is one crafting i will use, not to mention it will give a usage to all those gems we have colecting dust in the stash.

self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

Last edited by caboom on Apr 1, 2014, 9:41:51 AM
Despite the wish of many players of wanting more certainty in crafting, I don't think GGG will make it happen. Here's why: the game design is similar to the casino design. Yes, it is based on gambling and it is addictive. Players seek the thrill of getting the ultimate prize (the same reason why people feed coins to the jackpot machine).

There is a developers' journal post of their motivation of implementing the current currency item system. And one of the reason is they think certainty is boring, that "grinding x hours will surely result in 6 linking your item" is boring. I agree with them that certainty will make the game monotonous. Your playtime perception will be filled with something like: I wanna 6 link my item, ok, 48532.50 minutes of braindead grinding to go.

I agree with your suggestions, although I don't like how they still rely on RNG elements, and the chromatic recipe may be too strict. If I'm gathering six lvl 20 gems, that's going to cost me about 6 exalt. I would hate to use 6 exalt and 200 chromes just for a 1 in 3 chance of getting the right colors. If the price is that high, move it to 100%.

Otherwise the main idea is solid: gathering items and combining them in creative ways to get specific bonuses to items. It definitely gives purpose to many of the worthless whites and blue drops that people currently ignore.
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rng_god wrote:
Despite the wish of many players of wanting more certainty in crafting, I don't think GGG will make it happen. Here's why: the game design is similar to the casino design. Yes, it is based on gambling and it is addictive. Players seek the thrill of getting the ultimate prize (the same reason why people feed coins to the jackpot machine).

There is a developers' journal post of their motivation of implementing the current currency item system. And one of the reason is they think certainty is boring, that "grinding x hours will surely result in 6 linking your item" is boring. I agree with them that certainty will make the game monotonous. Your playtime perception will be filled with something like: I wanna 6 link my item, ok, 48532.50 minutes of braindead grinding to go.



It doesn't necessarily have to be braindead grinding. Just a way to link purposeful actions to desired rewards. The current system is also a grind, it just has uncertainty in how long that grind must be.
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caboom wrote:
i welcome anything that makes crafting less random, my ideal of crafting should be what median xl did with honorifics and shrines.

for reference(select items [menu] ----> honorifics an shrines craft): http://modsbylaz.vn.cz/

specialy the honorific part, being able to craft your gear from lv 1 and see it grow with you was just perfect.

to avoid having to create lots of new orbs i think this crafting could be used with gems say:

fireball + weapon lv1 = weapon with 15 extra fire dmg and +2 base lv
fireball + weapon lv3 = weapon with 30 extra fire dmg and +2 base lv
anger + weapon lv5 = weapon with 30 extra fire dmg, +3% fire dmg and +2 base lv
and so on

of course numbers need balance and the gems will need some sort of check like giving all droped gems at least 1% quality and then making that only gems with quality of 1% or more can be used on the formula but that is one crafting i will use, not to mention it will give a usage to all those gems we have colecting dust in the stash.


Dammit, where is the +1 button!!
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rng_god wrote:
Despite the wish of many players of wanting more certainty in crafting, I don't think GGG will make it happen. Here's why: the game design is similar to the casino design. Yes, it is based on gambling and it is addictive. Players seek the thrill of getting the ultimate prize (the same reason why people feed coins to the jackpot machine).

There is a developers' journal post of their motivation of implementing the current currency item system. And one of the reason is they think certainty is boring, that "grinding x hours will surely result in 6 linking your item" is boring. I agree with them that certainty will make the game monotonous. Your playtime perception will be filled with something like: I wanna 6 link my item, ok, 48532.50 minutes of braindead grinding to go.



It doesn't necessarily have to be braindead grinding. Just a way to link purposeful actions to desired rewards. The current system is also a grind, it just has uncertainty in how long that grind must be.


Skinner's experiment has confirmed that uncertain pattern of rewards is more effective at getting the subject to repeatedly do an action than a certain rewards after a fixed number of lever presses.
Great concept, I've been wishing for a crafting system very similar to this since I started playing.

Although, I have to agree with JIIX:
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JIIX wrote:
I really like the concept but if there is no way to achieve a 1-in-1 chance, I don't think I would bother using any of those recipe.

A less-than-100% chance is still just that; chance. How much would you rage if you went to all that trouble of finding all the different items mentioned, and then failed a 50% chance roll?? What if you failed 3 or 4 times in a row? Or 10?? Sure it's still higher chance than mashing exalts and using eternals, but I believe in a difficult system that gives 100% reward.

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