The RNG deception.

I just want a server where everything is less grindy. Let the hardcore have there fun, no need to split the community, when both sides can get what they want.
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e7ang wrote:
I just want a server where everything is less grindy. Let the hardcore have there fun, no need to split the community, when both sides can get what they want.
What you're talking about is splitting the community. Literally.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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demivion wrote:
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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.


it's cute how much you guys defend the game, but at least throw in some common sense with a counter point every now and again. For flavour.

People go to Vegas to gamble. To chance small amounts of money in the hope of obtaining large amounts. The intention is to gamble

If I say, go to a Japanese sword smith, and comission a Katana, there is not a chance that I get a bayonette, or if the technique uses 100 metal folds, a chance that he uses 80. Crafting is a precise science. There is no gambling involved.

again, stand firm with the defense, but temper it with some sensibility.
Last edited by Powertrip#1893 on Jul 7, 2013, 4:43:05 AM
Something just came across my mind:

If you want an armor piece or weapon to be maxed out in effectiveness it costs you 20 blacksmith/armourer at worst case.

If you really want to manually max out a gem's effectiveness it costs you 20 GCP at worst case.

If you want to max out the number of stats a rare item can have it cost you 2-3 exalts at max, not to mention you have to regal only 1 time if you start from a magic item.

Compare these numbers to thusands of fusings/jewellers you use to reach maximum socket/link effectiveness on an item, and it's not even a garanted success.

And this is where this system fails, i mean the system, which is actually 2 systems in 1. One side you have predictable and garantued succes rates and in the other side you have a full gambling system, this is what bothers ppl.

Imagine if you had to use 1000 blacksmith orbs on a weapon because it would grant you 1-20% quality randomly but 20% would be virtually impossible to achieve, same for armourer's scraps, or using a gcp on a gem could actually reroll your 15% quality to 1% if you have a bad rng roll.

If you say it would sux, then think about jewellers/fusing system again.
"I'm programmed to say something that is kind and uplifting at this point, but there is apparently an error that is working in my favor."
I really don't understand why ppl complain about the current system for fusing. Fusing is balanced with trading. You can try you luck and gamble if your are a gambler. You can save up and buy 6L item you want if you are not. It will cost you around 15 exalteds, that's 1500 fusings. Crafting in this game is actually gold mining. You can get rich, you can get broke, you can just buy the gold you need for market price. Don't confuse In game crafting with real world crafting,totally different rule applied, ppl just use the word they are accustomed to. If trading is a problem you need a self found league with rebalanced RNG. But that's another topic. This game is balanced around trading on purpose, as a part of design.
Last edited by Xavyer#5154 on Jul 7, 2013, 8:49:29 AM

Yeah, you know lets just create a RNG with fixed numbers, so its no longer RNG.

Good Idea.
Just because I'm paranoid doesn't mean they're not out to get me.
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Xavyer wrote:
I really don't understand why ppl complain about the current system for fusing. Fusing is balanced with trading. You can try you luck and gamble if your are a gambler. You can save up and buy 6L item you want if you are not. It will cost you around 15 exalteds, that's 1500. Crafting in this game is actually gold mining. You can get rich, you can get broke, you can just buy the gold you need for market price. Don't confuse In game crafting with real world crafting,totally different rule applied, ppl just use the word they are accustomed to. If trading is a problem you need a self found league with rebalanced RNG. But that's another topic. This game is balanced around trading on purpose, as a part of design.


Right now, there are no 6L infernal mantles in anarchy, or at least no one who want to sell one.

I am forced to craft one if I wanted one. I have spent over 80 fusings to get a 4L on a 5S chest, I spent 48 fusings on my 4S searing touch, and it's 3L right now, I shudder to think how many I have to use before I even get a 5L.

Still, even if I haven't already spent over 100 jewellers on my infernal mantle and gotten 80 1S and 2S, and had only spent 1 jeweller and 1 fusing to get it into a 6L mantle, I would still have made this thread because I wouldn't have done anything to deserve a 6L working that "hard", I would be a lot happier, but I'd still want the system changed.
The crafting system is directly the leading cause to a lot of problems in PoE. The main problem is the item upgrade path. As a rule of thumb I usually get at least 2 gears 4L by the time I reach cruel (lvl 28-30). By lvl 35 all my gears are 4L (non-weapon non-shield). Pre cruel (sub 30) linking doesn't play an important part in the game. However in Cruel and Merciless it is a requirement.

Linking > stats. That means a lot godly rares go to the the vendors because no one wants to spend waste their hard earn fusing. That translate to a lot of players going into merciless with sub par gears. Using gears that are 20+ below their current level. Entering merciless with sub 10% physical resist.

The drop rate of 4L has improve greatly tho. It did help in the upgrade path but I think more can be done. The itemization of rare items have improved too. However a lots of very good rares (non-weapon) are sold to the vendors because they are not 4L.

The current price for an ex:fuse is between 1:150 to 1:70. So you can buy a 6L crafting armor for the same amount of fusing that it takes to make a 4L. You can buy 5L white/blue/rare(low level) crafting armor for 1 gcp or less. What this cause is
Last edited by deadlylag#6397 on Jul 7, 2013, 3:23:09 PM
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Idioticus wrote:
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.



That is not a 'raw assessment'. It is totally made up bullshit. There's this thing in statistics called standard deviation that tells you how spread out the random events are from the average.

You don't know the standard deviation. Nobody does.

Hence making conclusions about what you imagine it to be, and then complaining about those imaginings is downright stupid.
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Idioticus wrote:
Why does something that everyone needs to do be random? How many of you have 0 linked gems?



Everyone does not need to fuse their own 6L. And, can't believe I have to actually tell you this, the alternative to a 6L is not a 0 linked gem!

If you want a 6L but don't want to play the fuse gamble, then buy one.

Simple as that.

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