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Pointless argument about chance and randomness

hitting on hard 17 is an example of gambling incorrectly
Let me just leave this as an example of the people supporting change to the system are saying:

Scenario
--------
You want to remodel your kitchen. It will cost $5,000 to do what you want. You cannot afford this, but you have some disposable income available. You decide to try your luck at the casino. You withdraw $300 and head out.

Real Life Gambling
------------------
You play through your $300, winning occasionally, losing usually. At the end of the night, you lost your money. You are down $300, and your kitchen is as you left it when you arrive home.

Current Gambling in PoE
-----------------------
You play through your $300, come out SLIGHTLY ahead a few times (nowhere near your $5,000 goal) but eventually you run out of your $300 and head home. A tree fell on your house and your kitchen is destroyed.
"
Zakaluka wrote:
"
mibuwolf wrote:

Why. I thought that is the point of min/max'ing.


Rather than just using the system as it is and thinking logically - you want it to behave differently so you can always incrementally improve your stuff. That's not going to happen.


I want it to have the chance to incrementally improve my stuff without the high chance of making it worse before I reach a point that satisfied me again.

I don't like the idea of having a "backup" item just in case something goes wrong. Shouldn't we be encouraged to use our best items and use the crafting system to hopefully get something better? With the chance to fuck the item up it is sort of counter-intuitive.

I understand the system in place and why it exists, but I do not think it is a great thing to encourage players to do. Because of the current system I keep it safe and only trade items I want with my currency rather than gamble high stakes to make an item reach full potential. The most I will do is attempt a 4S or 4L item and keep it at that.

"
d4rkmage wrote:
Let me just leave this as an example of the people supporting change to the system are saying:

Scenario
--------
You want to remodel your kitchen. It will cost $5,000 to do what you want. You cannot afford this, but you have some disposable income available. You decide to try your luck at the casino. You withdraw $300 and head out.

Real Life Gambling
------------------
You play through your $300, winning occasionally, losing usually. At the end of the night, you lost your money. You are down $300, and your kitchen is as you left it when you arrive home.

Current Gambling in PoE
-----------------------
You play through your $300, come out SLIGHTLY ahead a few times (nowhere near your $5,000 goal) but eventually you run out of your $300 and head home. A tree fell on your house and your kitchen is destroyed.


Sure... but we're talking about what is best for a video game. You could use real life logic to apply many things, but in a video game... we can avoid the aggravation of losing our kitchen. -.-

Now, from what I can see in your posts is that either A. you don't like change or B. you just like the current system and that's that. I'm not so sure any of you are considering both sides or not. From my viewpoint it appears that you just want to debate just... because...


I mentioned this earlier, but what if GGG made it so that all orbs worked just like fusing, etc. with a RNG system.

Ex: GCP

A chance for a gem to get better in quality, or possibly face having no quality on it again.

Why is it not this way currently if the current "system" is as good/of sound reason as you say.
IGN: Mibuwolf
Last edited by mibuwolf#7946 on Feb 13, 2013, 3:18:45 PM
Perhaps make the orbs target a single socket instead of the whole item? You will still need to get lucky but at least you will have a better chance to link up/color the sockets the way you want without using literally thousands of orbs.
Poor analogy. Because you had no idea the tree would fall on your house. Now if the casino had a sign at the table that said, gambling here may cause a tree to fall on your house, you analogy would make a little more sense.
Use a 4L with decent mods, roll a new one in your stash.

You get a 5L, upgrade from your 4L and roll it with chaos/alc/scour.

Roll another in your stash, get 6 sockets, roll for a 6, get a 5L sell it and start over.

Not that hard, you never lose anything that would affect your gameplay this way. Also your old roll might be worth a bit in terms of currency.

The game needs to work this way so there is a good sink for orbs. If you did it in any easier way the drops would need to be reduced a ton and vendor recipes removed. You simply don't arrive a merciless farm for a day and deserve a 6L.

After 1000's of orbs you can finally say "I did it!, I am awesome!" it is a much better feeling accomplishing something very difficult with the odds against you rather than having even odds the whole time to at least upgrade your gear.
The reason for requiring such an amount of orbs is that there a good item requires 2 properties, both good stats AND good sockets. If getting 6link was easy then socketed items would before worthless and everyone would simply buy the best item with the best stats and whatever amount of sockets and upgrade it to 6link with no repercussions.

The current model gives value to white items with high amounts of links, high item level, high socket amount. It gives a base for crafting from the socket side and not just the stat side.

The system is as involved as it needs to be to avoid being a pushover and newcomers who have never spent years on a game can't understand that this is NECESSARY.
There is a problem with the socket system simply because it makes you unable to play if you fuck up your rolls. This is why it's advised to get a 5 or 6 linked item first, then start rolling stats on it because it's simply easier to get good stats on an item than it is to get 5 or especially 6 link.

Even for the first time when I saw how fusings and jewellers worked back in 2011 I knew the system needs some kind of change. You need a ludicrous amount of those orbs to be on the "safe" side because if you fuck up your armor just lost massive amounts of value (hypothetical scenario where someone with insane levels of good armor tries to reroll 5l into 6l).

Why do I have to have 2 pieces of armor, one worse and one I'm rolling whenever I get some fusings just to try my luck out? Why can't I play with my current armor and try to reroll it for a chance to get a better one?

Having 10-20 chaos is usually more than enough to roll "decent" stats on an armorpiece since there is so much modifiers which you can get. Get a good life roll, decent resistances and bad/ok armor rolls? It's still completely usable. Try getting a 5link from your 4link armor and after 20 fusings you realize you've fucked over your item completely because now it can't support your skills anymore.

This is the exact reason why I've stopped rolling stuff completely apart from alchemying rings. I'd rather let some other dumbass waste his orbs and pay that exalted or whatever it costs which will much more likely end up costing me less in total.
IGN: dedunmamma
Last edited by aantsi#2137 on Feb 13, 2013, 5:02:14 PM
"
I mentioned this earlier, but what if GGG made it so that all orbs worked just like fusing, etc. with a RNG system.

Ex: GCP

A chance for a gem to get better in quality, or possibly face having no quality on it again.

Why is it not this way currently if the current "system" is as good/of sound reason as you say.


If the system isn't broke, then why exactly do they work so well with fusing/jewelers/chromatics, but not GCPs for example?

Why not have the entire currency system rely on a RNG?

"
aantsi wrote:
There is a problem with the socket system simply because it makes you unable to play if you fuck up your rolls.Even for the first time when I saw how fusings and jewellers worked back in 2011 I knew the system needs some kind of change.

Why do I have to have 2 pieces of armor...


Therein lies the problem I've noticed. Apparently the only answer I've gotten so far is really "deal with it". I would really like to understand why the design is the way it is.

Please keep the GTFO CASUAL or equally insulting comments to yourself. Keep it relevant to the discussion.
IGN: Mibuwolf
Last edited by mibuwolf#7946 on Feb 13, 2013, 6:06:32 PM
Because there's sets of stats for items. Both its values, and its links. I actually have 3 sets. One I use in chaos dmg maps, since it an use life leech. My normal set. And a MF set.

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