A Concept to Improve 6-link Crafting
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I like it.
What is GGG's position on this? |
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" totally agree...why should luck lead our progress? and +1 to the suggestion....cool idea sorry for bad english :S Last edited by Behrial#3262 on Oct 13, 2013, 4:18:14 PM
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" truth is: the ingame progress doesn't scale with the hours played. with a good reason: giving occasional players a chance to compete with kids living this game. if i were new to the game, have spare free time but alot of money i would leave if i don't stand a small chance in terms of progress to a kid playing this game 10-14 hours a day. i seems unfair to the nolifer but the paying folk is mostly keeping the servers running. age and treachery will triumph over youth and skill!
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a few seconds ago I got 0 links from 4L using an orb of "fusing"...
fusing system needs improvement sorry for bad english :S Last edited by Behrial#3262 on Oct 13, 2013, 7:38:35 PM
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This is a great idea. A good way is to implement this to the chances of max links on any given item, such that after, say 1000 attempts, you can get the max links on any given item. It gives a small incentive for crafting, instead of just saving up currency for trading. Say ehat you will, but a thousand fusings will take up A LOT of time and effort. It just sucks that your gear progression is subjected to the whins of the RNGEEZUS at so many levels.
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Someone a few posts back said "The problem is: you could keep failing forever", but on the other hand you could keep winning forever - at least in Theory. That's the good thing about RNG, it can also work on the first (or just a few) attempt(s). Not considering that is quite pessimistic.
Good example here is: Find a 6S, Fuse it once, if it's not a 5L or 6L, sell it for 7 Jewellers - still profit - if it's 5L or 6L - win! Last edited by Kussler88#5578 on May 7, 2014, 10:25:28 AM
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While this system is by no means bad, it is an additional mechanic that an item needs to track. I would rather add a currency-affecting currency - a rather rare (as in, at least as rare as chaos orbs) currency item in itself which would boost the effectiveness of the currency it is used on - alchemy- and chaos orbs would be more likely to result in a more useful effect, divine- and blessed orbs would be more likely to roll higher numbers and have a chance to raise the tier of an affix (frigid to freezing ect), quality-boosting items like gemcutters prisms would have a chance to provide a higher (but no more than double the base number) boost to item quality and socket-modifying orbs would have a higher base minimum.
Possibly call it a 'hope orb' or 'lens of potential' or something similar. |
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It's a good idea. But instead of a "Fusing Quality" property that only improves the RNG for Obs of Fusing it should be a more general property that applies to the RNG of all orbs, like "Chance Factor: x" where 'x' is a simple integer value that increases the odds of getting more links, more sockets, more socket colors that match the attribute requirements of the item, and higher numerical values for random mods. And this value would increase every time an orb of any kind is used on the item.
Last edited by TheNightFly#5386 on May 10, 2014, 12:31:39 PM
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