Make Crafting More Discovery Driven

Hey GGG,
I think it would be pretty cool if there were global factors that modified crafting weights. Mechanically it would be something similar to fossils; however, the difference would be that it would be applied to all items that either a player or everyone would craft.

Some examples could be fire mods have a higher weight during summer or on the summer solstice and conversely ice mods have a higher weight during the winter or on the winder solstice. Minion mods could have a higher weight on Halloween. Vaal Orbs could have different weights based on where they're used. Maybe there could be seasonal modifiers on items so that certain items are only possible to craft in certain leagues but in a way that is semi-predictable.

There are lots of ways that something like this could be implemented, but the part of it that I would be the most excited by is if this was something that had to be discovered by a player or by the community.

All of this falls under the discovery path to fun. Currently PoE has some mechanics that serve the discovery path to fun (divination card drop location hunts, or folks trying to figure out the weighting of outcomes of various items and divination cards); however, I would love to experience more discovery and exploration mechanics in crafting.
Last bumped on Feb 20, 2023, 2:41:27 PM
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Bruh what

The last thing crafting in this game needs is further layers of complexity.
This system is already a clusterfuck that requires a doctorate to be competent at it. Or at least extensive research of 3rd party resorces.

Last Epoch showed us that crafting can be simple and rewarding.
Get a good base with decent baseline mods
Replace a redundant mod with glyph of chaos (one mod, not the entire item)
Uptier a mod you have and want
Add a mod if the item open space for mods
Any crafting action costs 'forging potential' which is inherent property of all items that drop. And the costs have a wide range, such as 1-10 with a chance of not using any forging potential at all if a glyph of hope is used.

That's a good system. It's clear to understand and work with, it's simple, it's rewarding and it has a high ceiling.

POE system is a failed abortion.
Base items are worthless, you don't have any means to just build on top of something you find yourself, you need to rely on wild gambles in nearly all cases. And there's 39 systems interlocked with eachother that work similarly, confusing the fuck out of you what to actually use. Do you use essences? Fossils? 2 or 3 fossil nodes? Or 4? Syndicate bench crafting? WTF.
Hey there! Great on you for trying to think outside the box! However this wont work for a multitude of reasons! But thanks for trying to be creative!
Why would you want to limit builds to specific seasons?
Cause the less appearing stats/mods would be only a expensive thing for most of the player.
Flames and madness. I'm so glad I didn't miss the fun.

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