Don't Remove MF from the Game; Just Cut it in Half
While we're going all Communist here and making everyone equal, I think another few issues need to be addressed.
There are far too many diverse weapon types in the game: swords, axes, maces, claws, staves, wands and bows. In keeping with the current theme, I suggest compacting swords, axes, maces and claws into a pair of melee weapon categories with one handed and two handed variations, weapon art can be consolidated into small and large pointed sticks. Bows, whilst being a singular weapon type, are incredibly decadent and as a result should be replaced by rocks, stones, or any other small, round, throwable object. Magic is far too diverse and should simply be removed from the game. In addition, certain unique items should be removed entirely. Kaom's Heart, Shavronne's Wrappings, Soul Taker, Marohi Erqi, Lioneye's Glare and Thunderfist, among others. Players with these items are Capitalist pigs and pretend that they are more equal than the rest of us. IGN: Pastryfighter
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+1. Hire Scrotie tbh.
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" .... why not go all out diablo 3 on this game and make respecs on the fly (no need for respec points), the possibilities of buying lvls in the shop and make it more "equal" to rich players. Last edited by ulpmaster#2415 on Aug 20, 2013, 5:02:52 AM
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"No, here's the thread for those who are going all Communist: Remove MF Completely From the Game. And I oppose them, because I'm too centrist to abide Communism. Or Fascism, for that matter. 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 Aug 20, 2013, 6:30:02 AM
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"As it just so happens, I am both unemployed and willing to relocate to New Zealand if I have something waiting for me there. But does anyone have more concrete information on these alleged diminishing returns? When they start, and what the formula is? Some kind of dev response would be greatly appreciated. In any case, every "increased" modifier already has diminishing returns by its very nature; a 6% increase from 0% is 6% more, from 50% is 4% more, and from 100% is 3% more. Adding a second diminishing returns system is foolishness, and should have been a sign that the values being offered on IIR and IIQ were too damn high to begin with. What I'd like to see is still a halving of all IIQ and IIR values, as well as a buff to base (0IIQ, 0IIR) quantity and rarity, as well as removing the secondary diminishing returns system from IIQ and IIR — have the affixes say what they mean! How much should the buff to base rates be? It's now harder for me to calculate that, but whatever is needed to make the new IIQ/IIR experience the same as it was before, despite having its numbers halved. 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 Aug 20, 2013, 3:07:51 PM
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" GGG: Makes game with heavy emphasis on theorycrafting Hides important theorycrafting information from players |
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"Currently accepting donations of high IIQ/IIR rare gear for logging purposes to self-determine IIQ/IIR diminishing returns. Resists/life/ES on gear not required for testing but would be nice for survivability. If they won't tell me I'll figure it out on my own. Test area will be Docks, full-clear with /remaining to confirm, hundreds (perhaps thousands) of runs of course. Not my idea of fun, but... science! IGN TaraIsDead 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 Aug 20, 2013, 7:00:41 PM
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" Communism. That word, you keep using it. I do not think it means what you think it means. As for OP's suggestion, I'd like to give that a big hell yeah. MF should be a bonus, not a requirement. It might be fun to actually play the game and get *gasp* loot! Ya know, instead building boring damn sporkers so I can have some hope of anything dropping. I'd also like to point out, your players would be a lot happier, RMT would be much less prevalent, and bots would be much less popular. I know, crazy ideas here. IGN: Standard: Feugue, Domination: KaomsDisciple
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" But you're getting loot, you're getting more loot than you can carry when playing solo with zero MF even. What you're actually complaining about here is the quality (or maybe better put: usefulness) of said loot, and that doesn't really change with high MF, 99.999% of it is still completely useless regardless of it being blue, yellow or orange. With high MF you're just bruteforcing a really poor system that should be changed altogether. So perhaps the real underlying issue here is the very nature of PoE's RNG, how affixes are assigned to loot, how crafting works, combined with the overall availability of orbs, and pretty much everything else related to itemization in the game. And that won't and can't be fixed by tweaking two stats. Last edited by exit_zero#4816 on Aug 20, 2013, 8:14:50 PM
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I have no objections to removing this worthless mod from the game. Reducing it by half or one third is fine too.
IGN: Arlianth
Check out my LA build: 1782214 |
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