Would you support a 6L Orb that cost X fusings?

"
Saltychipmunk wrote:
that would provide trade monopolies to people who can link alot


But that is how crafting progression normally works. You have to have some abilities with regards to crafting if you are going to eliminate RNG from the process.

I'm fairly certain "I now have 600 fuse, give me my 6L" won't cut it.

It's either character progression or RNG. Not give me my 6L cuz I traded for enough fusings.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
hmmm perhaps if you flesh it out better , i would be convinced , though i am still on the fence in regards to it.

how much would you consider a proper expenditure to get to your master level of fuse crafting?
Nah
I would rather have an Increasing chances per fusing used on items system
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
I'm not entirely certain, which is why I mentioned they would have to tweak it if they decided against RNG.

Perhaps the could base fusing levels on total number of links achieved. Or you can gain experience each time a fuse is used.(similar to gems) Perhaps bonus exp for fully linking an item?

Hell they could even add side quests from the vendors to increase the crafting levels.

Edit:

"
Sexcalibure wrote:
Nah
I would rather have an Increasing chances per fusing used on items system


The problem with this is you are just making crafting easier. If that is what you want fine, but I'm not really personally sold on catering. Tweak the system, don't just give players things.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
Last edited by DarthSki44#6905 on Dec 27, 2013, 2:35:25 PM
"
Sexcalibure wrote:
Nah
I would rather have an Increasing chances per fusing used on items system


i am curious of the logistics behind that , would they just add a variable to every item in the game recording total number fusings used?
Last edited by Saltychipmunk#1430 on Dec 27, 2013, 2:34:59 PM
"
Saltychipmunk wrote:
"
Sexcalibure wrote:
Nah
I would rather have an Increasing chances per fusing used on items system


i am curious of the logistics behind that , would they just add a variable to every item in the game recording total number fusings used?
Each items have their own counter
this system rewards you for try again and again on the same item.
its not a global fusing used counter
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
"
DarthSki44 wrote:


"
Sexcalibure wrote:
Nah
I would rather have an Increasing chances per fusing used on items system


The problem with this is you are just making crafting easier. If that is what you want fine, but I'm not really personally sold on catering. Tweak the system, don't just give players things.

its not giving em things

players have to invest in order to get bonus

ie: there are stages when x fusing attempt on X item
-10 fusing decreases your chance of generating 2 linked sockets solely by 10%
-30 fusing decreases your chance of generating 2 and 3 linked sockets solely by 10%
-50 fusing decreases your chance of generating 2 and 3 linked sockets solely by 10%
-100 decreases your chance of generating 2,3,4 linked sockets solely by 10%
-200 decreases your chance of generating 2,3,4 linked sockets solely by 10%
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
"
Sexcalibure wrote:
"
DarthSki44 wrote:


"
Sexcalibure wrote:
Nah
I would rather have an Increasing chances per fusing used on items system


The problem with this is you are just making crafting easier. If that is what you want fine, but I'm not really personally sold on catering. Tweak the system, don't just give players things.

its not giving em things

players have to invest in order to get bonus

ie: there are stages when x fusing attempt on X item
-10 fusing decreases your chance of generating 2 linked sockets solely by 10%
-30 fusing decreases your chance of generating 2 and 3 linked sockets solely by 10%
-50 fusing decreases your chance of generating 2 and 3 linked sockets solely by 10%
-100 decreases your chance of generating 2,3,4 linked sockets solely by 10%
-200 decreases your chance of generating 2,3,4 linked sockets solely by 10%


I understood what you meant. I just didn't agree with it. If you increase the chances and keep the system, all you are doing is just making it "easier" statistically.

It would be the same as just increasing the unique drop rate. I call that catering. But it's just my opinion.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
hey guys i think we should try keeping the solutions to this question as simplistic as possible

the more complex me make our ideas , the harder it will be to implement them.

Remove ability for fusing to destroy links

/thread

Nobody likes a bad experience, not even GGG. I don't mind sinking 5000000000000000 fusing on an item if i don't lose my 5-link in the process. I would call it a work in progress, not a "Fuck me i'm a retard for trying" in progress.

Yes, 5000000000000 was just to prove a point '-.-
(internetz, gotta be careful)

If they did this a new orb should be invented to "destroy" links, for people who want a
3link/3link on a 6-socket item.
Freedom is not worth having if it does not include the freedom to make mistakes

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