Itemization and Crafting are in direct contradiction with each other

Crafting System:
-Heavily RNG based, requires many attempts at crafting to get a good outcome
-These many attempts require HUGE numbers of items as inputs
-Crafting to rare tier requires reviewing affixes on a huge number of items to find the ones that had decent blue rolls, and are worth the increased resources.

None of the above are problems in and of themselves, BUT:

Itemization / Item management:
-Inventory is tiny, if you're going to get large numbers of items to craft with, you'll be going back to town every 5-8 mins to drop off
-Affixes are hidden when an item drops, requiring it to be picked up, carried to town to be mass identified, and then manually sorted into vault
-Alternatively you can buy scrolls, and (1 click) pick up each item (2) pick up scroll (3) select item (4) drop item or carry back into town to sort into storage
-Once items are in storage, to find those with affixes worth further crafting you have to manually hunt through every single tab individually, or learn regex, and check each tab individually.
-Then, actual massive crafting is a micro management hell click-fest in and of itself (honestly if this was the only issue it wouldn't be a big deal, but combined with the above it's the shit cherry atop the shit sunday)

These two systems are in direct contradiction with each other. Crafting is based around having large numbers of items to craft with and item management was clearly never designed to deal with a large number of items.

This "vision" of crafting will never work (be accepted, be considered good) under the current item management system.

GGG - I feel like you're running statistical analysis on the drops and saying to yourselves "see, there's plenty to craft with" completely oblivious to the real-world conditions the game is actually played under.
Last bumped on May 4, 2025, 11:10:20 AM
Johnathan was suprised that most players did not craft on bases and just relied mostly on rare drops.

Because he does not understand that the crafting system takes SO long per item and is so incredibly unlikely to yield something good - that players see rare drops as the only viable option. Especially given that you can only get 3 mods on a crafted item before exalts.

Congratulations, you made ground loot matter a LITTLE bit more than crafting(by making crafting suck), issue is that ground loot needs to be an extremely unlikely roll or it isn't good. So in other words crafting and loot suck on a fundamental level such that no amount of increased loot will actually fix the problem.
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Johnathan was suprised that most players did not craft on bases and just relied mostly on rare drops.

Because he does not understand that the crafting system takes SO long per item and is so incredibly unlikely to yield something good - that players see rare drops as the only viable option. Especially given that you can only get 3 mods on a crafted item before exalts.

Congratulations, you made ground loot matter a LITTLE bit more than crafting(by making crafting suck), issue is that ground loot needs to be an extremely unlikely roll or it isn't good. So in other words crafting and loot suck on a fundamental level such that no amount of increased loot will actually fix the problem.


Agreed the problem is more fundamental than just the number/quality of loot dropping.

Honestly my biggest concern is that they look at everything in terms of numbers / statistics, but don't actually play the friggen game (from start to finish, like the players play it).

If you play the game you quickly realize any data analytics on loot drops are largely meaningless because of core flaws with the itemization system and dealing with large numbers of items.
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pattw555#0071 wrote:
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Johnathan was suprised that most players did not craft on bases and just relied mostly on rare drops.

Because he does not understand that the crafting system takes SO long per item and is so incredibly unlikely to yield something good - that players see rare drops as the only viable option. Especially given that you can only get 3 mods on a crafted item before exalts.

Congratulations, you made ground loot matter a LITTLE bit more than crafting(by making crafting suck), issue is that ground loot needs to be an extremely unlikely roll or it isn't good. So in other words crafting and loot suck on a fundamental level such that no amount of increased loot will actually fix the problem.


Agreed the problem is more fundamental than just the number/quality of loot dropping.

Honestly my biggest concern is that they look at everything in terms of numbers / statistics, but don't actually play the friggen game (from start to finish, like the players play it).

If you play the game you quickly realize any data analytics on loot drops are largely meaningless because of core flaws with the itemization system and dealing with large numbers of items.


Even if they knew how frequently players change their weapon in the early game - they probably could not code a way to judge how MUCH of an upgrade it is because of how hard it is to decide what is "better" and how specific the good affixes are.

Literally the only way to know is with a survey, or to actually play the game.
Last edited by doombybbr#6074 on May 4, 2025, 11:11:14 AM

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