Remove MF completely from game

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Herpy_Derpleson wrote:
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Nephalim wrote:
I am the only person who does not run mf? Is there some sort of mf activity leading people to wealth and riches?

This entire thread as baffled me beyond words.

Many in this thread have said they don't run MF (or only a little).
This thread baffles you, yet you haven't even read it?
Or is this some weak attempt at trolling?


It was a very legitimate response but I can see why someone like you would automatically assume everything was sarcasm of trolling.


At least until page 3 it looks like most people were agreeing with the OP.

IGN: Arlianth
Check out my LA build: 1782214
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Nephalim wrote:
At least until page 3 it looks like most people were agreeing with the OP.

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Nephalim wrote:
This entire thread as baffled me beyond words.

You sir, are legit.
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Herpy_Derpleson wrote:
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Nephalim wrote:
At least until page 3 it looks like most people were agreeing with the OP.

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Nephalim wrote:
This entire thread as baffled me beyond words.

You sir, are legit.


Its very clear now you troll these boards so you can argue for the sake of arguing. If this is all you have going for you I certainly won't deny you that right.
IGN: Arlianth
Check out my LA build: 1782214
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Nephalim wrote:
"
Herpy_Derpleson wrote:
"
Nephalim wrote:
At least until page 3 it looks like most people were agreeing with the OP.

"
Nephalim wrote:
This entire thread as baffled me beyond words.

You sir, are legit.


Its very clear now you troll these boards so you can argue for the sake of arguing. If this is all you have going for you I certainly won't deny you that right.

I agree with the OP. After playing a character that stacks magic find returning to a non MF character feels unsatisfying.

I would really like for MF to be phased out.
How about diminishing returns? Or if they already have diminishing returns (I asked earlier), how about increasing it.

Say, first 100% IIR counts full value
100-200% counts at 75%
200-300% counts at 50%
300+% counts at 25%
So 400% would equate to an effective 250% IIR. 500% is 275% effective IIR. It is reasonably easy for anyone to get to 100%.
IIQ would have to scale differently due to reduced amount available ofc.

I'm sure something like this must already exist, it does in most similar games, but perhaps it needs to be increased to make safe MF builds less appealing.
While I have IIQ and IIR on some of my gear they were not the reason I use it. I use my gear entirely around the build and they just happen to have some IIQ/IIR.. I think I have a maybe a grand total of 50 max of either of those stats on a single character.. I would say they average out to around 20 to 30 of a single stat.

I do not do MF/currency runs. I just play to level my toons and occasionally help a friend out. I have never sat down did runs just to find currency/gear. After I level I might sit and look at what I can do with the currency I've found.

When you design a loot system with MF in mind you take it into account. GGG has to look at how high people can stack that single stat then reduce the entire economy to accommodate. That severely gimps those who do not want to stack that stat and yet since the economy is balanced for it, it makes it almost mandatory. When botters can abuse it it skews the economy even more. Better to remove MF (which would remove a handful of prefix/affix slots for more game related stats to actually be rolled!) and then balance the entire economy around 1 common drop rate.
IGN: DeathIsMyBestFriend, Illirianah
But a terrible economy makes farming yourself that much more appealing. No?
Playing rather than idling in town watching trade chat is good. Yes?
I think stronger diminishing returns would be an improvement from the current system. I would still prefer the IIR and IIQ were removed entirely and overall drop rates increased, but a cap or harsh diminishing returns are a more realistic and diplomatic options.


Also, this thread has a GGG icon beside it, but I can't see a dev post anywhere in the thread. Has there been a dev post on this topic previously?
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Bishop120 wrote:
When you design a loot system with MF in mind you take it into account. GGG has to look at how high people can stack that single stat then reduce the entire economy to accommodate. That severely gimps those who do not want to stack that stat and yet since the economy is balanced for it, it makes it almost mandatory.
This.

When you have MF as a relevant stat, you have a draw a distinction between MF-based farming characters (focusing on very easy, repetitive runs) and non-MF progression-based PvE characters. Since progression is more inherently fun than farming, the "balance" is to make farming-based wealth generation heavily lopsided in favor of the MF characters. However, this "balance" only serves to make both options seem viable; what it doesn't do is ask how that viability enhances enjoyment of the game. Giving additional options is bad when those options represent a dissonance between the player's inner min-maxer and their inner fun-seeker; this is a perfect example of where removing options enhances harmony.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jun 24, 2013, 12:51:52 AM

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