Chrome Extension to detect recipes in your inventory

You can also play the entire game without making use of the recipes.
Recipes are purely an incentive for players to keep bad items(The majority of loot). A way for a player to determine what he actually wants to pick up from the bad items, and what bad items to just leave or sell.

This Tool really only has one purpose, the reason everyones using it: To find matching rare names~
Everyone knows when they have a rare of each slot. Everyone can manage to find/make a blue/white to have 3 of a kind. Keep an eye of for qualities for whet/black/regals.
What people need is an instant form of knowing pairs. I currently have a spread sheet of all of mine, alot of us hardcore managers do.

Chaos Is Life, Life Is Chaos, Control Is An Illusion.
Thanks Maetaphor for my Beta Key :)
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Ledrif wrote:
You can also play the entire game without making use of the recipes.
Recipes are purely an incentive for players to keep bad items(The majority of loot). A way for a player to determine what he actually wants to pick up from the bad items, and what bad items to just leave or sell.

This Tool really only has one purpose, the reason everyones using it: To find matching rare names~
Everyone knows when they have a rare of each slot. Everyone can manage to find/make a blue/white to have 3 of a kind. Keep an eye of for qualities for whet/black/regals.
What people need is an instant form of knowing pairs. I currently have a spread sheet of all of mine, alot of us hardcore managers do.


Well, I was using this as an example of a greater issue I percieve - a game with a great deal of complexity, much of which is explained somewhere, but with nothing in game to point the player to "somewhere" or even let them know there's a "something" for there to be information on "somewhere".

That said, a player who gets 110 (because they know about and use the recipies) Chaos/Regal/Whet/Armorsmiths will have an easier time than a player who gets 100, because they don't. That, in and of itself, probably isn't a wide enough gap to make it "do it right or be unplayable", however, but if you think about armor with 10% quality, and the same armor with 20% quality, I think you can agree the it's a meaningful difference that will impact how challenging/too easy/too frustrating the game may be.

@Zeto: Thanks. Back at you. I'm pondering starting a non-game-specific design/game theory blog or discussion forum or something, because I'm really enjoying some of the intellegent discussion I've found with you and others recently.
itsalljustagame.wordpress.com - my blog about all things gaming - Current project - "Communal effort" - Game design by popular vote!
Great work. I am glad to see so many people like it.

I think you should get some praise from GGG for this, because it improves the game experience for their customers.
IGN: lVlage (96 Witch)
I made a post about viper strike and poison damage with this thread in mind...

someone else had pointed out that it was not clear that poison from a buff stacks and is treated differently than poison from viper charges... simply because buffs and charges stack.

I do feel it's very important that the game conveys 'world physics' to the player, that their character should normally know.

Many games take little pieces like this for granted, and they remain essentially trivia that a new player probably doesn't encounter until they hit the rumor mill or test for themselves.

So in a game world, there are things that the character must find out on their own (intuitive/conserved rules)... there are things that they should be able to find out (like the shop, since the character could have a conversation with the shopkeep) (RPG consequences)... finally there are things that should simply be told to the player as a consequence of simply playing a game (non-intuitive/arbitrary game rules.)

Stuff like vendors having hidden, quantized rewards as opposed to making heuristic offers like a human being... that is non-intuitive... just as much as how various damages stack or don't stack.
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Agree, my major issue with the vendors isn't that they use recipes, it's that I can't understand why they would use recipes from a purely logical mindset. It "made sense" in Diablo 2 that, okay I have this magic box that's like a blender and I can put some junk in it and turn it into something else, like a crafting juicer or something. But, why would a vendor not even care about the quality of the mods an item has? or why would they give me a more valuable item for 2 blues and a wisdom scroll over 3 random yellows? Makes no sense, and that has to be (and certainly is)very confusing to new players.. and old.

I hope they at least add in some tutorial missions that give new players an inkling about how the vendors work. For example "bring me 5 whites and I will give you an identify scroll" (except written to fit the context of the game of course).
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
This thing still doesn't recognize my belts.
The bling is too awesome obviously.

Though I laugh reading some of these Anti-Complexity posts.

Again the game has its complexities, its comes with lack of a direct currency. Otherwise crafting higher end Orbs rather then just simply finding them would be either non-existent or far to easy.

As the poster at the top of this page had mentioned, its more commonly just used to make Alchemy orbs I can manage to find the rest. I'd love to watch you sort through my 6 Stash pages of Yellows looking for Matches. Have fun.

If this game has a more universal (useless) currency like gold from D2, then such recipes wouldn't need to exist, but the idea behind the games currency is to make it attainable from conventional and rare finds. While still holding its value.

Orbs are hard enough to make right now that they don't threaten the market, nor will this extension, just makes already applicable market mechanics of this game more accessible for the majority of people.

So, what is the verdict of the nee-sayers? Can the Currecy system? Just because this extension made it obvious how much you've been missing from the game, and how over your head the recipe system is. There are plenty of successful complex games that keep their player base by not bowing down to lowly ideals of the few, but holding to ideals of the original development and fan base.

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Neokolzia wrote:
The bling is too awesome obviously.

Though I laugh reading some of these Anti-Complexity posts.

Again the game has its complexities, its comes with lack of a direct currency. Otherwise crafting higher end Orbs rather then just simply finding them would be either non-existent or far to easy.

As the poster at the top of this page had mentioned, its more commonly just used to make Alchemy orbs I can manage to find the rest. I'd love to watch you sort through my 6 Stash pages of Yellows looking for Matches. Have fun.

If this game has a more universal (useless) currency like gold from D2, then such recipes wouldn't need to exist, but the idea behind the games currency is to make it attainable from conventional and rare finds. While still holding its value.

Orbs are hard enough to make right now that they don't threaten the market, nor will this extension, just makes already applicable market mechanics of this game more accessible for the majority of people.

So, what is the verdict of the nee-sayers? Can the Currecy system? Just because this extension made it obvious how much you've been missing from the game, and how over your head the recipe system is. There are plenty of successful complex games that keep their player base by not bowing down to lowly ideals of the few, but holding to ideals of the original development and fan base.



Man, it's like you don't even read what I post.

I never said to change the currency. I never said it was over my head (not "getting" why GCP is "the" base currency isn't nearly the same thing.) I never said that I was maissing anything from the game. I never suggested taking the recipes out. I never said this will ruin the orb market.

I have expressed two (related) concerns in this thread:

1- Developers have to balance for high level players (I'm talking skill/knowledge, not the character level.)

2- Having complexity which you have to use out of game resources to know about widens the gap between high level players (again, skill/knowledge) and low level players.
itsalljustagame.wordpress.com - my blog about all things gaming - Current project - "Communal effort" - Game design by popular vote!
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Neokolzia wrote:

As the poster at the top of this page had mentioned, its more commonly just used to make Alchemy orbs I can manage to find the rest.

Huh? Why would you bother selling 2 matching rares for an alchemy if you could wait for 3 and make a regal? o.O

I've made ~15 regals this patch with matching rares and my eyeballs.
Last edited by Exmorda#3327 on May 2, 2012, 2:58:25 PM
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FaceLicker wrote:
This thing still doesn't recognize my belts.
That's weird. Several other people posted that the belt problem was fixed for them, and it was working for me too. Could you do two things for me?

1. Check the version number on the app (chrome://extensions, look next to the app called "poe"). If that number is not 0.10, you need to update it. Look for instructions on the first page of the thread.

2. If it's up to date, link me to one of the belts that isn't being recognized from your stash.

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