Rework of affixes - A solution to "99.99% of dropped items are trash" problem
" I've missed the new shite affixes. Can you please give me an example and when that happens? Generally speaking, it seems that GGG has a blind eye to the contradiction between trade and killing+looting. I mean, it is obvious that trading is a direct interruption of killing+looting. GGG is making a constant effort to reduce the amount of time we don't spend on killing/looting. The latest Harvest rework (itemized juice) or earlier stacked drops are good examples of the right idea with the correct execution. So I guess GGG should make a major decision about how important trading really is or, rather, how much can it be ignored due to the fact that it takes the time from killing/looting. 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, 1:59:46 PM
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If players can get the equipment by digging in the junk all the orbs and the economy around them loose sense. I am ok that 95% of the items aren't useful. Part of the game is look and pick what is useful and not just mechanically auto pick everything.
One possible solution for making objects more useful is to implement a crafting system where you need a similar equipment to upgrade it. For example, combining two weapons of the same name when you reroll with a chaos orb mods that are duplicated in both items don't rerol, although the value can change. With recombination back this is very powerful idea. Or we can thing a crafting mechanism to upgrade the tier of an item by combining the same item with similar mods. Or make items wear out and you need an item with the same name to repair it. Just some wild suggestions. Last edited by B00b#4465 on Sep 3, 2022, 2:29:18 PM
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" When you gear up to tackle T16s with not-so-meta build, current T5-T3 affixes on a T4-T3 base are not good enough. That sends 99.9999% of items straight outside of your loot filter. I am OK with 95% of drops being trash. Not 99.9999%. On top of that, making a new crafting system is a much bigger task than adjusting 300-400 values in affix tables. Also, when you have a reasonable chance to drop a decent item, it became possible to actually cut the quantity. And that is something GGG says they very much want to do. 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, 2:46:47 PM
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I find it funny that funny that GGG days they want us to find useful or meaningful upgrades off of the ground from killing monsters.
In what world is that remotely possible. Do they comprehend how bad the mod weights really are? Like imagine finding a plus 2, perhaps a bonkers item. Craft of exile says 306,603. Even just a plus 1 is 867, which is why a vendor recipe exists. Last edited by roundishcap#0649 on Sep 3, 2022, 2:42:38 PM
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" I am more or less OK with top affixes being as reachable as winning a lottery. I'm not okay with that a combination of usable, non-T2-T1 mods on an item is also as likely to happen as winning a lottery. 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.
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I had some "normal" rare items still on my filter like rings amulets, best bas boots gloves etc.. But i realize that after hundreds identified i still got nothing worthy. A lot of time wasted.
Will only keep jewels, infrequent, and influenced. Divide the amount of rares by 10 and increase the odds for T1 by 10, or something like this, you understand what i means. |
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