Selling a skill gem should be worth more

How about this:

Vendoring 5 gems (not sure if it should be of same type/skill or just any gems) will get you a random new gem (perhaps same color) which might be either of any quality / type (just like getting a gem drop). Basically giving you a chance to get a new gem.

When I think of it is probably to much trouble (becuase of the number of gems in game) to vendor 5 of same skill. Maybe 5 of same color.

Or maybe have two recipes. One where you vendor 5 gems of any type and get a random new gem and one recipe where you vendor 5 gems of same type and get a chance to get a new gem of same type (but possibly with quality).


"
Bermag wrote:
How about this:

Vendoring 5 gems (not sure if it should be of same type/skill or just any gems) will get you a random new gem (perhaps same color) which might be either of any quality / type (just like getting a gem drop). Basically giving you a chance to get a new gem.

When I think of it is probably to much trouble (becuase of the number of gems in game) to vendor 5 of same skill. Maybe 5 of same color.

Or maybe have two recipes. One where you vendor 5 gems of any type and get a random new gem and one recipe where you vendor 5 gems of same type and get a chance to get a new gem of same type (but possibly with quality).




Necro thread by now...

You should post this in suggestions, its actually not too bad. Random gem from vendoring 5 different ones and maybe vendor 10 same ones to get the same one with random quality (should be capped at 10 quality).
New vendor that sells all gems in act 3 mercilles after beating dominus.

3 gems of different color + an alchemy orb for "quest reward gems"

3 gems of different color + 2/3 alchemy/chaos orbs for drop only gems.

Would be very nice.
Freedom is not worth having if it does not include the freedom to make mistakes
As someone who has almost an OCD for collecting gems even if i have 5 of the same gem in the stash a system to trade in gems would be awesome. Maybe vendor 3x same gem to get 1x +1 lvl gem of the same skill?
Closed Beta Member.
"
Bermag wrote:
How about this:

Vendoring 5 gems (not sure if it should be of same type/skill or just any gems) will get you a random new gem (perhaps same color) which might be either of any quality / type (just like getting a gem drop). Basically giving you a chance to get a new gem.

When I think of it is probably to much trouble (because of the number of gems in game) to vendor 5 of same skill. Maybe 5 of same color.

Or maybe have two recipes. One where you vendor 5 gems of any type and get a random new gem and one recipe where you vendor 5 gems of same type and get a chance to get a new gem of same type (but possibly with quality).




The problem with either suggestion is that it's either going to be worthless, or too powerful. Gems are "free". You get guaranteed gems at the end of early quests. If you could trade any five red gems for one of quality, even 5%, we'd have a sure way of getting fodder for the 40% GCP recipe.

The real hard part of this problem is deciding what reward you can give for finding gems, while not rewarding people for mass producing them.
There is also this concept.

Pasting here for the sake of simplicity, but if you care to support it, the thread is: http://www.pathofexile.com/forum/view-thread/875950

"


Give Gems a new secondary functionality related to crafting.

TLDR Version:

"


The Influence Orb recipe:



- Grab 2 gems of same level and quality

- Drag one gem over the other to create a Influence Orb of the same gem color

- Apply Orb to item (just like an armourer´s scrap)

- The Item gains 1% more chance of rolling affixes related to that Orb, per orb

- Yolo Craft the item with Alterations or Chaos orbs with the new favored odds.


* Red IOs will favor Survival related Affixes rolling (life, resistances, etc), Green for Combat related Affixes (attack speed, damage, movement speed...) and Blues for Magix ( Blues (inteligence, ES, magic, elemental damages...) - or something like that.

* Influences Status is consumed whenever the Item change it's rarity status (transmuted, regaled, alched or scoured). Just like Quality is lost when item is Fused or Jeweled.






Details:

Currently "Alteration" and "chaos" orbs are fully RNG. The idea is to Burn Gem´s to add "odd´s" on a item so that it favor particular rolls.

Much like "Armourer´s scraps" improve the chance for better linking sockets, Gem´s would improve the chance that an item to roll particular Affixes.

It could work like this:

First, we should have a mechanism to turn normal gem´s into to Item Affix Modifying Orbs. We´ll can it the "Influence Orb" for now. You would need to drag 2 gem´s of the same type one over the other in order to generate an Influence Orb.

Strength gem´s would create Red Influence Orbs, Dexterity would make green IO´s and Int would make blue IOs.

Every time you apply an IO to an item (like armourer scraps) you will improve the items predisposition to roll Affixes related to the current distribution of IO´s on that item. Every item should have a limited amount of IOs value.

There are a couple of ways these Orbs could work:

"
Partial Influence:

Maximum Influence of 15%.

Every item could have (say) a total of 15 Influence Orbs applied to it. If you invest 15 Red IOs, you gain (say) 15% more chances to roll Survival related Affixes (life, resistances, etc). If you invest green ones, the item will have 15% plus chances to roll Physical Combat related Affixes (attack speed, damage, movement speed...) and so for the Blues (inteligence, magic, elemental damages...).

For instance, You could have red 10 Ios and 5 greens applied to an item as well (making it 10% favorable to survival rolls and 5% more favorable to combat).


"
Total Influence:

Maximum Influence of 100% for each color.

The Level and quality of the blended gems would affect the amount of resulting Influence Orbs. Each additional level would produce 1 additional Orb, while each quality points would produce 2 additional Orbs. So that 2x "Level 5 / 10 Quality" gems would produce 25 Influence Orbs.

The Crafter would then be able to stack up to 100% influence of a single stat/color (limiting the affixes rolls to affixes related to that stat) or dividing the odds (For instance, stacking 100% green and 100% red would limit the affixes rolls to those categories while keeping blue category affixes out).


This is just a basic idea, Im sure it could be much improved. But, even as it is now, it shows some nice potential for both: Providing an interesting way to destroy unused gems AND make crafting more appealing.

I´m also implementing any nice suggestions from the people posting here. Thanks chrisluissanc, bchan and PHRandom.


So do we have an ETA on that ''Improved gem sink'' that was said to be implemented in the ''future'' 2 years ago? 2 years for a game is very much considered the ''future'' if not a Distant future.
"
Maxwells wrote:
So do we have an ETA on that ''Improved gem sink'' that was said to be implemented in the ''future'' 2 years ago? 2 years for a game is very much considered the ''future'' if not a Distant future.

I assume it was the Level 20 Gem+Gemcutter's Prism=Level 1 gem with 20% quality recipe

At least I'm pretty sure that was within the last year.
Why am I wearing a heavy belt if I haven't got any pants?
Last edited by Milchut#7741 on May 5, 2014, 8:44:00 PM

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