Crafting in this game is bad and it is base on 1990 standards
" Well, you´re entitled to your opinion. I don´t understand it though. With proper probabilistic measurements you can almost guarantee outcomes at a certain point, and its a lot more deterministic than people think, especially since harvest. And if you hit something good its a very nice feeling. |
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" Ye-ye, last time i tried one of those almost guaranteed, it took me like 7 or 8 tries to hit 6000 out of 11000 Literally, every single time I craft something, I'm ending been really mad,because if the craft aint 100%, it gonna be WAY worse then it supposed to be via craft of exile/maths Yeapp, i'm very entitled with my opinion - because since I started in synth, every single craft outside 3.13 was a pain 3.13 Was the best league ever!
3.18 Rest in peace my beloved recombinators, I'm gonna miss you... |
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" Maybe you´re crafting is wrong. |
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" Nope, I'm always triple checking everything + I have few friends who are dedicated crafters, honestly they also hate current crafting system, but if you sale anything semi-decent it is a huge profit if you set up your own mini-factory, on a long run, so they hate it, but keep doing it After 20+ of years of gaming I'm absolutely sure that deterministic methods with 100% success rate are the only customer friendly ones, EVERYTHING else is just a pure robbery(time, currency, wallet, whatever) of player wrapped in high words of bla-bla balance 3.13 Was the best league ever!
3.18 Rest in peace my beloved recombinators, I'm gonna miss you... |
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" Let's say we have an item on trade and that item is desirable. If that item can be crafted deterministically its price will be the price of materials and that's that, boring as stale bread. The decision of whether to craft or buy only boils down to the preference of buying the mats from five people or the finished item from one, with a small hassle fee included. That fee isn't enough to keep people interested in crafting things for sale, just to use themselves, so you eliminate the dedicated crafter and create a more stale economy. However, if the process has some risk attached to it, deciding isn't as easy. Players that don't like risk are prepared to pay a bigger fee for not having to do it, so the difference between mat price and sale price is also larger, people are motivated to craft for living, so to say. You also have normal players that like the risk or just feel lucky that day, and are willing to try crafting the item themselves because the potential saving is so big. Hard, risky decisions are a good thing, well, as long as you keep in mind all this is a game, sometimes you win, sometimes you lose, and it should be that way. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Aug 30, 2021, 9:54:04 AM
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" Agree 100%! Hard, risky choices are key elements in any xRPG. You cannot "win" if there's not a possibility to "lose". Anyhow, the combination between regular currency, essence, resonators, fossils, beast, veiled, regular bench, meta bench and harvest is pretty deterministic if you know what you're doing and have some juice in your bank. But, in most cases you do have a chance to "lose". The problem(s) is just that people don't want to learn this, and they don't want to spend "money" to craft. Bring me some coffee and I'll bring you a smile.
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I don't know what you guys are talking about. Crafting in this game is completely fine. COPIUM
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" Of course, if you do something that is random long or often enough, it becomes, well, let's call it pseudo-deterministic. 6-linking one item is a gamble, six-linking 50 items is a statistic (and the death of your wrist). The problem is, at the moment, crafting is pseudo-deterministic if you are rich, and it is a gamble if you are not. So for 95%+ of the players, crafting is gambling. I don't want to put so much effort into this game to make crafting be not gambling. Simple as that. And for me (and, obviously, many others), the current crafting system sucks. P.S.: Hitting T1 life with Harvest felt just as good. Remove Horticrafting station storage limit. Last edited by Char1983#2680 on Aug 30, 2021, 2:37:38 PM
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" Given the unprecedented success this game has had for nearly a decade, I'm assuming Chris might just have a teeny bit more expertise in this area than you? Last edited by stalkingjackal#2441 on Aug 30, 2021, 4:30:56 PM
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" I mean, if you actually participate in the gamble, sometimes it does feel good when you get a payoff. How many people participate, though? I discovered super early in my PoE career that gambling isn't cut out for me. I don't make enough currency that I can throw nearly unlimited exalts at things until I get what I want. As a result, I opted out of crafting entirely. I don't participate in anything outside of benchcrafting some essential mods onto my gear. Then Harvest came out and while it wasn't 100% deterministic, it let me create things I never could achieve with the gamble-crafting system. It gave me, a poor player, a means of crafting and a reason to participate again. Then Harvest got gutted and once again I'm back where I started: Relying entirely on trade since gambling is an exercise in how quick you can reach poverty. PoE players: Our game has a wide diversity of builds.
Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley |
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