A simple band-aid for the junk loot
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I like getting loot as much as the next person, but PoE is the only RPG I know of where the loot is actually tedious instead of fun. There is just too much of it, and 99% is junk which we try to filter out. In a loot-lust game, this is pretty weird.
How about this as a quick improvement: 1. Remove quantity of dropped equipment by 80%, generate affixes just like now. 2. In return, if an affix is > 4 tiers below the maximum possible for the area, remove the affix. At least then the item might still work as a crafting base. This should be absolutely trivial to code. Does anyone see a real downside? May your maps be bountiful, exile Last bumped on Feb 25, 2021, 11:48:19 AM
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Frankly? There are only 2 downside I can see:
- you have less rare for the 2c /2regal recipes. And, depending on the point of view, it can be a good thing. - less Animated Weapon to animate if you run with a "Identified Map drop identified items" sextant mod. But, I don't know nowadays with Lingering Blades if this is of any interest. Otherwise, anything that lowers the junk loot is a good thing until they will create Detonate Weapon Skill Gem (and wouldn't THAT be a blast of a skill!) +1 |
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Thanks for the reply.
As to the C recipe: I used to run that slavishly all league until not long ago. Since I stopped, I'm much more happy, much less stingy with my portals (trade request? Yeah, why not?) and generally enjoy the game more. Doubt I make less currency, because I run more maps instead of micro managing my stash. Also by now so much junk drops that even with 20% drops you could run the recipe pretty often, if you really still want to. May your maps be bountiful, exile
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You can't dramatically reduce the quantity but keep current affix pools with identical distribution. It'll be a disaster.
What's "best" has been already figured out - implementation of "smart" loot. What you can currently see in Heist - affix pool not only improved in quality (trash affixes used to dillute the pool gone), but with affixes also thematically correlated. They said this loot system is gonna be implemented in PoE 2, gotta wait. This is a buff © 2016
The Experts ™ 2017 |
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" But that's the whole point: The loot which remains is a bit better than it would have been before, because I'd rather have an open suffix than a +3 life blocking this affix. And it's not a real solution, just a band aid which requires no major coding or rebalancing. At this point in the loot fiasko, every little bit would help. May your maps be bountiful, exile
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Well, during the campaign and in white maps there is not too much clutter, I agree.
But run some rare mid-tier maps and the loot really does become tedious. Your first 3L is great, so is your second and your third. The 53765th? Not so much anymore. 495 of them in each map, all of them with no stats better than any of the ones you're wearing? Nope. nope. nope. Cull it, the engine can't handle it and you're not a trash man, you're a hero slaying monsters. May your maps be bountiful, exile
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Ah, but I play this game to slay monsters, not to pick up stuff to vendor for shards and then trade these for stuff other people got while slaying monsters.
ymmv, of course May your maps be bountiful, exile
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Oh, and 250C per hour is impossible this way:
250C = 750 Alt is about 2000 rares. So, you manage to slay monsters, get enough ID scrolls, pick up rares, ID them, go to town occasionally, vendor them, drop the fragments into your stash and at the end do a bulk trade at the rate of a rare every 3-4 seconds? Nope. Even if you count twice the salary (the appropriate word for this sort of job) because of the occasional orb dropping, you'd still be hard pressed to do it in that time. And the higher you assume the contribution of the occasional orb dropping, the less sensible it is to bother with the rares. Nope, nope, nope. Tencent: Cull it, free this poor person from the bean counting! May your maps be bountiful, exile
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SSF? Trading Alts for C? Sounds weird.
And like I said, item drops are fine earlier on, but no longer in rare maps. My calculation was just to show that you don't make 250 C/h by vendoring ID'd rares, that's all. There are so many posts showing the whole screen covered in loot, so many crash reports because of it. If this was fine, then early PoE would have been incredibly lousy. I think your opinion on this topic is very much the minority view. Doesn't make it invalid, though. May your maps be bountiful, exile
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" Main problem is this... If rare loot is on average more usable, more rares are going to be ID'd. That means the average rare picked up and going into circulation will be more powerful, adding to power creep... GGG would have to either increase the difficulty of the game, or nerf the amount of rares dropped, and we're essentially back to square one... As long as trading exist in the game, there is little that can be done. If trading wasn't in the game, a lot more intelligent loot creation could be done... |
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