The RNG deception.

There are many "justifications" for having jeweller's and fusings work in a random fashion.

I think the most commonly used is this: "If they weren't random, everyone would have a 6L, GGG wants them to be hard to get, not a commodity".

I'm here to show why that is a blatant lie.

Let's say that the average amount of fusings someone has to use to get a 6L is 1500.

Is it not then, that 50% of those who try to get a 6L with this current system will spend less than 1500, and the other 50% spend more than 1500?

Now think about this, but do know this just a raw assessment:
The middle 50%, spend close to the 1500 specified, 25% spend a little less, and 25% spend a little more fusings than the 1500 average. The difference in this middle group is small enough for it to be justifiably said that they essentially spend 1500 fusings to get their 6L.

We have 75% of the total PoE player base potentially getting their 6L in either alot less than 1500, or slightly more than 1500 fusings.


How is this better than making the cost for a 6L the same as the average?

What did the guy who used 60 fusings for his 6L do to deserve that, when another guy is going at his 3000th fusing?

Would it really mess things up badly if it were a fixed value, 50% of those who attempt to link their stuff are already curbstomping the concept that getting links should be "hard".


To those who consider this TL;DR:

Having the amount of links have a fixed cost will, in a big enough population, have the same amount of fusings used as if it were random with the average being the same as the fixed cost.
The difference being, that we wouldn't have the unjustified "lolol 30 fusings 6L XD" nor the "3000 fusings still no 6L".

Also, I am only using 6L as an example because the numbers are a bit dramatic. People just don't care if someone had to use 80 fusings to get a 4L.
"
Idioticus wrote:
Would it really mess things up badly if it were a fixed value,


yes, it would.

/thread


ever heard of Vegas? The gamble is the fun, without it you'd have a boring piece of crap game.
IGN: OldManBalls (Warbands)
"
demivion wrote:
"
Idioticus wrote:
Would it really mess things up badly if it were a fixed value,


yes, it would.

/thread


ever heard of Vegas? The gamble is the fun, without it you'd have a boring piece of crap game.


No it wouldn't

/thread

Did i do it right?
"
demivion wrote:
"
Idioticus wrote:
Would it really mess things up badly if it were a fixed value,


yes, it would.

/thread


ever heard of Vegas? The gamble is the fun, without it you'd have a boring piece of crap game.


exactly what he said, crafting is gambling, you score or you lose it all and thats how it should be
"just for try, for see and for know"
where did you get that the average 6L is 1500
Christ only said 1500 as an example for recipe
i'm assuming avg is around 500 -750 so the 1500 is 2x or 3x the cost
just in case ppl dont want to gamble
"
metalxheart wrote:
where did you get that the average 6L is 1500
Christ only said 1500 as an example for recipe
i'm assuming avg is around 500 -750 so the 1500 is 2x or 3x the cost
just in case ppl dont want to gamble


1500 was just a number. Never said it was the actual amount required to get a 6L.

"
jdilly23 wrote:
exactly what he said, crafting is gambling, you score or you lose it all and thats how it should be

My point is, WHY does it have to be a gamble. I'm fine with drops, and by extension all mod crafting, being random.
Why does something that everyone needs to do be random? How many of you have 0 linked gems?
Last edited by Idioticus#7813 on Jul 6, 2013, 4:36:33 PM
"
Idioticus wrote:
"
metalxheart wrote:
where did you get that the average 6L is 1500
Christ only said 1500 as an example for recipe
i'm assuming avg is around 500 -750 so the 1500 is 2x or 3x the cost
just in case ppl dont want to gamble


1500 was just a number. Never said it was the actual amount required to get a 6L.

"
jdilly23 wrote:
exactly what he said, crafting is gambling, you score or you lose it all and thats how it should be

My point is, WHY does it have to be a gamble. Linking and that, I'm fine with drops, and by extension all mod crafting, being random.


because there is fun in the unexpected. if you just got a 6l after a defined amount of fusings, it wouldn't be interesting. plus you don't NEED a 6l.
Last edited by citress#0067 on Jul 6, 2013, 4:37:48 PM
If it's not a gamble, it simply becomes a job. You would HAVE TO use 1500 orbs. People wouldn't have hope, and without hope they simply wouldn't do it. It's better to have hopes dashed than not to have the chance to hope at all.

What needs to be done is a complete disclosure as to how it works... so that people can make informed decisions. Without information, it becomes deceptive.
Last edited by Shagsbeard#3964 on Jul 6, 2013, 4:42:45 PM
"
citress wrote:
because there is fun in the unexpected. if you just got a 6l after a defined amount of fusings, it wouldn't be interesting. plus you don't NEED a 6l.


"
Idioticus wrote:
My point is, WHY does it have to be a gamble. I'm fine with drops, and by extension all mod crafting, being random.


"
Idioticus wrote:
Also, I am only using 6L as an example because the numbers are a bit dramatic. People just don't care if someone had to use 80 fusings to get a 4L.


Read before responding.
Last edited by Idioticus#7813 on Jul 6, 2013, 4:45:53 PM
"
Shagsbeard wrote:
If it's not a gamble, it simply becomes a job. You would HAVE TO use 1500 orbs. People wouldn't have hope, and without hope they simply wouldn't do it. It's better to have hopes dashed than not to have the chance to hope at all.

What needs to be done is a complete disclosure as to how it work... so that people can make informed decisions. Without information, it becomes deceptive.


How many people attempt to do 5L or 6L without preparing to use atleast the average amount required?

It's already a "job". Except that it's a job in which you have no guarantees whether your boss is going to pay your salary or fire you.
Last edited by Idioticus#7813 on Jul 6, 2013, 4:44:43 PM

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