Crafting improvements in next mini expansion
Here is something interesting from the State of Exile Podcast. Discuss.
Spoiler
S: Can you elaborate how 6-linking will be changed soon, as you alluded to on reddit?
C: I was careful with my phrasing there, and I can't answer this question because it concerns content with the upcoming mini-expansion, but one thing the mini-expansion will address is other ways to influence the crafting of items. We don't want to just increase the chance to 6-link an item but we want to increase availability of sockets and linked sockets. We're still working on these systems but crafting improvements are a core part of the mini-expansion, but it'll be at least 5 weeks until you hear anything. Post with transcription (interesting read about Atziri fragments and why there are no corrupted areas in maps): http://www.pathofexile.com/forum/view-thread/909742/page/9#p7784636 Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942 |
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Im thinking that the same orbs will be in play, but there will be ways to manipulate and "navigate" the "currents" of RNG so that you have a better chance and/or need fewer attempts to get what you want. How they will do that without flooding endgame with enough items to trivialize the gear hunt is still a mystery. On the other hand, if the improved system requires even more expensive orbs to improve chances, the rich traders will still be the majority to have the "best" gear. We will just have to wait another few months.
For me, the gear economy has never made a difference, but I do use the orb exchange rates to get what I need to roll my own gear. Unless something really changes that affects the orb relative ratios drastically, it wont affect how I play. |
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" Can be done easily. If you use improved RNG crafting, the result will have chance to become soulbound( probably with the same chance as the improved RNG ). That way crafting will be improved without flooding the market. |
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A choice could be to take the RNG out of it with an upfront crafting tax. So instead of spending 200 to 2,000 fus to 6 link something. Which should still be a choice if people want to roll the dice….
An upfront fee of 1,000? 1,500 (stack size would need to be changed…) fus which would guarantee a 6L. This cost should help keep the flood down but also allow those who chose to, to bypass RNG with a toll fee. |
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" Thats exactly the kind of thing that would widen the chasm between traders/flippers and people who dont. Furthermore I bet a lot of traders/flippers wish they could just play the game. |
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" There is no place in this game for soulbound, so you can take that right back to D3, and keep it there. LOL IGN:Axe_Crazy
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Fundamentally trading will always be a more efficient path to upgrade than crafting.
If you turn that on its head there will be larger problems afoot. For instance, if let's just talk about rare items. At the core of drop balance, the game needs to give out a lot more random base-type rare items than alchs and chaos orbs. I doubt you'll see "directed" rolls (e.g. some mechanism for making the mod groupings you want more likely to show up). Why, well, several reasons. First, it's not random anymore if you can influence the affix tables. Second, think about the UI mechanisms involved - it'd be terribly meta, or confusing as hell. The key to progression in this game is learning how to trade. It's gotten easier. In fact, pretty much everything in this game has gotten easier. -- I don't have alpha access, that was a LONG time ago. Last edited by Zakaluka#1191 on May 8, 2014, 10:10:19 AM
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The easiest way to make fusing better is to make it so items never end up with less links than they started with. It would be a lot more tolerable if they failed to do anything if they cannot increase the links. Same with socketing. That way you would at least feel like you are working towards something without the one step forward, two steps back problem.
HAIL SATAN!
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While I understand a lot of people wish 6L items were more accessible the fact is their scarcity is an important end-game motivator not to mention makes the reward of finding one that much sweeter.
If they became easier to achieve then not only would it undermine the process of working for end-game goals, but it would severally devalue the 5L market more than it already has. |
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" I had the same idea pretty much. Just take how every many fusings it should take (based on probability and such), and make that a buy out fee. I've heard it takes about 1400 fusings to 6l, but many people have had to use substantially more than that. Allowing players to avoid being "fucked" by RNG seems like a good idea, and buy taking the buyout, they pass up the ability to RNG a 6l after 5 fuses. " I personally don't see the problem with soulbound. Getting 30+ EX for a set of gear seems somewhat difficult for most, and of course there's all the trade-haters. If you could get quality items in exchange for the ability to sell them, it seems like it would just make endgame more accessible, for a reasonable cost. You'd still have to put a significant amount of currency into it, and whatever you did put into it could never be refunded. Pretty much the scrubs like me could either spend their net worth on an incomplete set with a few solid pieces, or a good set that I'm stuck with forever. |
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