How should crafting work(socket/link)
|
When i first started the game i thought it was working that way but then realize it was crappy random numbers.
what i thought and what i actually think it should be is: when rerolling links, the fusing only have 2 possibilities, -1 existing link or +1 link when rerolling socket number, the jeweler also have 2 possibilities, -1 or +1 when rerolling socket colors, 1 socket is affected per chrom and can generate all 3 colors funny thing they could add is, while chroming, it has 1% chance to roll a grey socket some might say it would be OP but just imagine how it would be hard to take the decision to keep the item or reroll it because you needed R-B-G and got R-R-Grey ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
|
|
|
it would be more of a judgement gamble (like playing poker or blackjack) instead of a random gamble
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
|
|
|
You'll still get people complaining about streaks of bad luck. Your suggestion really doesn't change much at all.
|
|
" yeah but atleast the item dont go from its value to nothing in a single orb take a 5l that the player want to get to 6l, actual system can destroy the item by making it 0l , my system has a chance to make it 4 or 6. you have much more power on the sake of the item and also the item does not get destroy unless you try to hard ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
|
|
|
with the actual system it's more like
![]() ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
|
|
|
Why does socketing/ linking have to have a negative consequence? Why not just add every time.
Example: each fusing adds 1 link... every time. Each jewelers adds one socket, every time. For specific colors, you trade your item to the vendor with the number of chroms equal to the number of sockets, plus one gem of each color of sockets you want and you get exactly what you want. Ex. 6 link, you want GGGBBR, you give him your 6 socket item, 6 chroms and 3 green gems, 2 blue gems and a red and you get back your item with the colors you wanted. That would be crafting... to craft what you WANT, not crafting for a chance of what you want. "On a mountain of skulls, in the castle of pain, I sat on a throne of blood! What was will be! What is will be no more! Now is the season of evil!" - Vigo the Carpathian AKA Vigo the Cruel, Vigo the Torturer, Vigo the Despised, Vigo the Unholy.
|
|
" not really in favor of a Get directly what you want system what id do with that kind of system would be transmuting box where you put the item and, say you want to change sockets, add 1 to 20 jeweler, each jeweler = 4% more chance to get maximum sockets ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
|
|
|
personally also against the 'get what you want, every time' system. Not even MMOs offer such an easy way to get the best items and MMOs are made for constant progression. This is meant to be RNGville.
However, we really DON'T need the negatives. It doesn't have to be easier to get a positive, just a neutral 'fail' will do. If you have a 6 slot, 0 link and you get a better deal, you get it. If yo uhave a 3L then a success gets you the extra links, and a failure keeps it at a 3L. Still 'fails' about as bad as you normally get a 2-1L, you just don't go down, If you have a 5L and 99 times out of 100 you get a 5L or less then instead you get 99 'stays the same'. Still RNG madness to get a 6L. You just don't lose out. That's still within aRPG concepts. If I have a sword that does 30 fire damage, and I go hunting for a better drop, I don't risk losing the 30 fire damage sword. At worst, I come back with the same sword. I don't lose that sword during my hunting. The idea of 'losing gear' isn't a aRPG aspect (well, crafting really isn't in general if we go OLD SCHOOL). It's an MMO aspect, and one MMOs are trying to get away from. PoE doesn't need it to keep with old school aRPG. I have a Sword of Haste. I do a Laz Run to get a King's Sword of Haste. I fail, I have a Sword of Haste. Keep the chance of success. Just lose the chance of loss. Want to make it even HARDER to get the 6L since there's no risk.. that can work. Just drop the MMO styled destruction/ There's a fraction of players who like consistency and predictability: killing boss X will yield item Y.
This game really isn't for people like that. This game is for people who'll do the same area over and again because they know..., a Mirror can drop anywhere, anytime. - CharanJaydemyr |
|
|
i get your point but still think there should atleast be a negative in the roll but a small one, as i said -1, so you dont lose the item 1 shot. but the idea of neutral is fine to add with the - and + ... but not just neutral and + otherwise crafting always result in a 6l very fast. Crafting has to have a risk.
Old rpg crafting is, start from nothing and make an item... in poe you start with something. and when at my house i start with something and want to get to a finish product that i never worked with before, i sometime fail ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
|
|
" old school aRPG crafting didn't exist. If it wasn't in the store you found it in a drop. If neither happened then you get NOTHING. Blasted kids need to learn about challenge.. and get off my lawn! Seriously, I'm not talking about the chance between a -1 and a +1. I'm talking about the current chance of getting a 6L which is the same no matter how many links you have now. a 0L can get a 6L in one go or in 1000. Given that we don't have a massive influx of 6Ls, the chance fo getting it, even with the '0-6L in one' isn't too high. There's no reason to alter it. In fact, the KISS system would be to keep things just as they are except for one change: every time the system rolls a number less than what you have now, it ignores it and presents a fail message. MUCH easier to add. We stlil get the same chance of getting a 6L that we do now (how easy is it t oget a 6L now?). But if we REALLY want a fail, do this: Keep the same system. System ignores 'drops' in links. If a fail happens, there's a SMALL chance at an 'epic fail' which does a -1. The chance is rare: you can do 100 fusings and not get one, but it can happen. Most times, you just get a regular fail and get nothing. There's a fraction of players who like consistency and predictability: killing boss X will yield item Y.
This game really isn't for people like that. This game is for people who'll do the same area over and again because they know..., a Mirror can drop anywhere, anytime. - CharanJaydemyr |
|










