Rework of affixes - A solution to "99.99% of dropped items are trash" problem

I think I have a rather easy solution for one part of the "too many items drop, but 99.99% are shit" problem. The "99.99% are shit" part to be specific.

Almost all items you pick up consist of 2 basic things: the base and the affixes. Most items are shit because either the base or the affixes or (usually) both are not good.

Let's look at affixes and use Life on Body Armour as an example.
It starts with +3-9 Life, then grows all the way up to +120-129 Life at the top end. But those bottom ones are not good at any stage of the game! Noone at any stage of the game is happy with +23 life on the chest piece.
Let me repeat this: at least half of the affix table is a disappointment. They are not just "meh". They make you actively think "why the hell is it even in the game" or joke about "RNGeebus is not in the mood". It does not feel right.

Now, to the solution. Instead of starting with +3-9, then stepping up by 10 all the way up to +120-129, it should start at +50-54 and step up by 5 with the top affix sitting at +125-129.

Repeat the process for all affix tables (there aren't that many), and voila - gloves with T6 Life + T6 Cold Res + T6 Fire Res are actually useful! And top-end T1 is exactly where it was. As a side effect, it is now easier to Divine.

I think the solution is excellent because
a) You only need to touch the values in the affix tables (including unique affixes) without ever touching ANYTHING else. And it will have a massive effect all across the game. Rare drops are better. Fractured items are better. Yea, even Harvest rerolls and "close your eyes and slam Exalts" are better. But the top-end remains exactly where it is. No power creep at all.
b) Even just a competent player can spend 2-3 days on CraftofExile and come up with the new numbers for rares. It is really easy to do and really hard to fuck up.
c) While working with the affix tables, devs can reassess and clear out wonky filler things that nobody really uses, remove excessive amount of tiers and do a very much-needed reassessment of one of the core components of the loot system.
Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.
Last edited by Sarganis87#5959 on Sep 2, 2022, 5:19:15 PM
Last bumped on Sep 3, 2022, 2:57:09 PM
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Well part of it is that PoE items have a base, affixes, AND sockets. That's three things that need to roll well up from two. Really it's there's 10 things, a base, 6 affixes, sockets, links, and colors. It's maybe reasonable to fix up 1 affix, or colors otherwise it's not worth much to think about.
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j33bus wrote:
Well part of it is that PoE items have a base, affixes, AND sockets. That's three things that need to roll well up from two. Really it's there's 10 things, a base, 6 affixes, sockets, links, and colors. It's maybe reasonable to fix up 1 affix, or colors otherwise it's not worth much to think about.

I meant ALL affixes should be checked and most lower tiers should be be heavily ramped up. I just used Life as an example.

Regarding sockets, links, and colors.
- Sockets can be worked towards. Getting a 6S item is not hard at all
- Links are a bit harder, but not impossible. And 5-link is ok for a long time.
- You can go for the lottery or you can pile up jewelers/fusings for a guaranteed result. The choice is here and the numbers seem to be OK.
- Colors, especially off-colors are a problem now that Harvest can't fix those. I dunno why GGG has removed those... So to unfuck off-coloring, GGG just needs to return socket coloring through Harvest.

Now, the bases IMHO should be tapered the same way as affixes. But if you do both simultaneously, that would require a rework of the campaign and probably early maps to accommodate the raised power level of the players. So I thought that only one thing at a time should be changed - and affixes seem to be easier to implement.
Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.
Last edited by Sarganis87#5959 on Sep 2, 2022, 4:31:32 PM
it will be easier if items in areas above 50 have their drop rates and mods range tied to area LV so the higher the area the lower the drop rates but olso the better rolls.

in life case an item level 50 could range between 50 and 120 while an item level 85 will range between 80 and 129.
self found league fan

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

Thinking about item rarity and item quantity, I've always wondered why we don't have item quality too, influencing the affixes on an item.
Bring me some coffee and I'll bring you a smile.
"
caboom wrote:
it will be easier if items in areas above 50 have their drop rates and mods range tied to area LV so the higher the area the lower the drop rates but olso the better rolls.

in life case an item level 50 could range between 50 and 120 while an item level 85 will range between 80 and 129.

That is also a solution. However, that would require extra work to make this mechanism. Not much, but still more than just number adjustment in affix tables.

You see, there is no use for a +20 Life on a chest at all. Who needs it? Who is happy to see it? I can't think of a single scenario where it is useful and not just a subject of RNGeebus jokes in guild chat. And a good half of the item's affixes are like that!

Given how important the affix tables are for all items, and how important items are for the game, half of them being trash is not acceptable.

"
Phrazz wrote:
Thinking about item rarity and item quantity, I've always wondered why we don't have item quality too, influencing the affixes on an item.

There's a Fossil for that!

Imagine we have. That does not counter the fact that half of the affix table is unusable. So to me, it would make more sense to fix the core problem rather than try to paint over it. Also, it's a new thing, thus it seems to be harder to implement than tweaking the numbers in affix tables.

Probably it's my experience as a business analyst kicks in and screams for a reassessment of a crucial component where too many values do not serve their purpose.
And I know for a fact such reassessment was not done in 20+ years. Because Diablo 2 came out in 2001 and the +20 life affix was as useless there as it is here.
Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.
Last edited by Sarganis87#5959 on Sep 2, 2022, 5:21:19 PM
Yeah, just like there is a minimum level required to see certain bases and certain mod tiers, there should be a maximum too. The lowest of lows should be phased out by maps. There shouldn't be 17 pure str chest pieces available in red maps. It should just be the last 5 or 6 or whatever. There shouldn't be 13 tiers of life mods on chest items from red maps. It should be just the last 5 or 6 or so. Even if GGG had to cut the amount of items by a ton, this would be better. At least you'd consider picking up more of what does drop. And at least exalting an item would have a chance of being useful. And hey, if done right, it might even reduce how mandatory loot filters are to play the game.
"
Sarganis87 wrote:
I think I have a rather easy solution for one part of the "too many items drop, but 99.99% are shit" problem. The "99.99% are shit" part to be specific.

Almost all items you pick up consist of 2 basic things: the base and the affixes. Most items are shit because either the base or the affixes or (usually) both are not good.

Let's look at affixes and use Life on Body Armour as an example.
It starts with +3-9 Life, then grows all the way up to +120-129 Life at the top end. But those bottom ones are not good at any stage of the game! Noone at any stage of the game is happy with +23 life on the chest piece.
Let me repeat this: at least half of the affix table is a disappointment. They are not just "meh". They make you actively think "why the hell is it even in the game" or joke about "RNGeebus is not in the mood". It does not feel right.

Now, to the solution. Instead of starting with +3-9, then stepping up by 10 all the way up to +120-129, it should start at +50-54 and step up by 5 with the top affix sitting at +125-129.

Repeat the process for all affix tables (there aren't that many), and voila - gloves with T6 Life + T6 Cold Res + T6 Fire Res are actually useful! And top-end T1 is exactly where it was. As a side effect, it is now easier to Divine.

I think the solution is excellent because
a) You only need to touch the values in the affix tables (including unique affixes) without ever touching ANYTHING else. And it will have a massive effect all across the game. Rare drops are better. Fractured items are better. Yea, even Harvest rerolls and "close your eyes and slam Exalts" are better. But the top-end remains exactly where it is. No power creep at all.
b) Even just a competent player can spend 2-3 days on CraftofExile and come up with the new numbers for rares. It is really easy to do and really hard to fuck up.
c) While working with the affix tables, devs can reassess and clear out wonky filler things that nobody really uses, remove excessive amount of tiers and do a very much-needed reassessment of one of the core components of the loot system.


Make. Higher. Tier. Mods. More. Likely.
Adjust the weighted probabilities.
What is the value of my own life when it is taken from others so easily?
"
Noble_Seiken wrote:
Make. Higher. Tier. Mods. More. Likely.
Adjust the weighted probabilities.

This should work as well.

But I do not know how weightings interact with Item Rarity (if at all).
The "call the MF culler" fiasco and previous balance issues with MF on gear make me want to avoid messing with weightings if possible. At least not as part of this task.

You see, I am so adamant about not touching anything but the values for 2 reasons:
1) I just can't tolerate the fact that a good half of the affix tables are useless at best. That's not how the crucial part of the core system of your software should be.
2) With my limited knowledge, the affix values are the most self-contained part of the loot system. The only things that currently interact with affix values are Heist enchants and Catalysts. And we know that my proposed solution in conjunction with enchants/catalysts will not break anything.
Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.
Last edited by Sarganis87#5959 on Sep 3, 2022, 7:49:22 AM
Considering they only recently added more bottom mods to items makes me feel like this is never gonna happen. The problem for GGG is simple. They can't do what you propose because it will drop too many good items, wich then makes good items worthless again. It's a vicious circle of making something feel good vs making something still worth something.

They want people to trade, they want good items to be rare, they want these dog shit tier mods considering they just added a bunch of really bad ones.

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