New Low-Level Uniques

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Carlovski wrote:
I like low level uniques, I like rolling new characters and I like having that spike where you feel OP for at least a few levels.
Also the fact for a lot of casual players these kind of uniques are the only ones they are ever likely to find. And at least they will get used unlike a number of the unique jewellery pieces and body armours.

One thing I would like to see though is enhanced drop rates for low/mid level uniques on first time boss kill. The drops are so often underwhelming, especially for new players. Getting something cool when you kill Brutus/Merveil is more likely to get players hooked into the game.
And low level stuff won't be valuable enough to tempt people into building characters to rush bosses, so wouldn't affect the economy too much.
In fact I'd like it much more if a bunch of these starter uniques were considered to be of similar power and value, so rather than players saying 'What can I sell this for', we had more of a barter economy where they would say 'I've got a lifesprig - can anyone swap with me for the unique sword?'




I think this would be quite a good way to ensure levelling items are available when they are needed in a first play-through. It would also allow GGG to adjust drop rates of these items in the late game without affecting their availability in the economy much.
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tokimeki2003 wrote:
Yay For more Crappy uniques that nobody will use! \o/


i would actually use them at low lvl :) if i dont find any other good rare for that lvl
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geradon wrote:
interesting stats and very nice artwork / design.

for those players who only want to find endgame uniques: there is a item filter option, just use it.


You've missed the point completely.
I'd rather see development be pushed towards end game uniques. That has nothing to do with what I drop.
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x_KOR_x wrote:
[
That is not how it works. when you kill a monster, open a box or break pots/barrels the game predetermines the base item and its item level (zone level/monster level). Let's say it's a Imperial Bow. Then the game "asks itself" Is it a unique? No. then, is it a rare? No, and so on...
If it is a unique, then the game will select one from the pool of possible Imperial Bows uniques, is it a Lioneye's Glare, is it a Windripper? (one might be rarer than the other)
In this case there are only 2, but there are items with more and with every unique added to the same base your chances get slimmer.



Well, I'm pretty sure this is not how it works, or at least not how it worked some time ago. I remember reading somewhere, that this applies to normal/magic/rare items. Uniques are rolled seperately, so that if you get a drop, it is checked if it is a unique before the base is determined. That's the reason why you can get f.e. unique gloves from a cartographer's strongbox.

Btw. if it worked the way, you explained, the addition of low level uniques wouldnt effect the drop rates of high level uniques at all because it wouldnt affect the droprate of gavel/siegeaxe base items...
Last edited by Erib_Segsir#2416 on Jun 3, 2015, 7:12:47 AM
Nice to see some love for the low-lvl items, the sword especially looks good :)
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Erib_Segsir wrote:


Well, I'm pretty sure this is not how it works, or at least not how it worked some time ago. I remember reading somewhere, that this applies to normal/magic/rare items. Uniques are rolled seperately, so that if you get a drop, it is checked if it is a unique before the base is determined. That's the reason why you can get f.e. unique gloves from a cartographer's strongbox.

Btw. if it worked the way, you explained, the addition of low level uniques wouldnt effect the drop rates of high level uniques at all because it wouldnt affect the droprate of gavel/siegeaxe base items...


You are correct and Erib is not. It has been referenced multiple times in the case of Occultist Vestments and there are posts from Chris explaining that.
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x_KOR_x wrote:

That is not how it works. when you kill a monster, open a box or break pots/barrels the game predetermines the base item and its item level (zone level/monster level). Let's say it's a Imperial Bow. Then the game "asks itself" Is it a unique? No. then, is it a rare? No, and so on...
If it is a unique, then the game will select one from the pool of possible Imperial Bows uniques, is it a Lioneye's Glare, is it a Windripper? (one might be rarer than the other)
In this case there are only 2, but there are items with more and with every unique added to the same base your chances get slimmer.


Is it true or maybe there's some info on that matter?

Quite interesting solution.

Always thought its just a datatable with item list and roll values.
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Erib_Segsir wrote:
"
x_KOR_x wrote:
[
That is not how it works. when you kill a monster, open a box or break pots/barrels the game predetermines the base item and its item level (zone level/monster level). Let's say it's a Imperial Bow. Then the game "asks itself" Is it a unique? No. then, is it a rare? No, and so on...
If it is a unique, then the game will select one from the pool of possible Imperial Bows uniques, is it a Lioneye's Glare, is it a Windripper? (one might be rarer than the other)
In this case there are only 2, but there are items with more and with every unique added to the same base your chances get slimmer.



Well, I'm pretty sure this is not how it works, or at least not how it worked some time ago. I remember reading somewhere, that this applies to normal/magic/rare items. Uniques are rolled seperately, so that if you get a drop, it is checked if it is a unique before the base is determined. That's the reason why you can get f.e. unique gloves from a cartographer's strongbox.

That doesn't make any sense.

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Erib_Segsir wrote:
Btw. if it worked the way, you explained, the addition of low level uniques wouldnt effect the drop rates of high level uniques at all because it wouldnt affect the droprate of gavel/siegeaxe base items...


Inever said they did. That's why i asked you to re-read my former post. Iwas talking abou the bases.
Only thing that interact between low level uniques and high level ones at late game is the sheer number of items that you have in high level areas/maps. As opposed to low level areas you can only get low level uniques.
What do you mean that the league is not rewarding or fun? You put in 5 useless items in the device and you get 1 useless item... Oh wait!
/Talisman League(2015/2016)


Oh look, Synthesis League(2019) = Talisman League all over again.
Last edited by x_KOR_x#2330 on Jun 3, 2015, 7:31:46 AM
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Adser wrote:
Oh please lets be honest, real low level players barely get any unique drops, so the chance of they getting a unique that helps them is really low and going higher each time you add one of this uniques.


FIFY

More uniques = more unique drops. that's the way that the code works.
"If you’re incompetent, you can’t know you’re incompetent. […] the skills you need to produce a right answer are exactly the skills you need to recognize what a right answer is." ~David Dunning
Last edited by TikoXi#0194 on Jun 3, 2015, 7:31:25 AM
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WiseGuard wrote:
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x_KOR_x wrote:

That is not how it works. when you kill a monster, open a box or break pots/barrels the game predetermines the base item and its item level (zone level/monster level). Let's say it's a Imperial Bow. Then the game "asks itself" Is it a unique? No. then, is it a rare? No, and so on...
If it is a unique, then the game will select one from the pool of possible Imperial Bows uniques, is it a Lioneye's Glare, is it a Windripper? (one might be rarer than the other)
In this case there are only 2, but there are items with more and with every unique added to the same base your chances get slimmer.


Is it true or maybe there's some info on that matter?

Quite interesting solution.

Always thought its just a datatable with item list and roll values.


It is not true.
When the game rolls a drop it first asks is it unique or not.
If it is a unique then it picks it from the unique table.
New uniques do not diminish the chance to get other uniques.
The chance a drop will be unique goes up slightly every time a unique is added.
When I kill a man he stays dead.

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