Self-Found (League) [Thread outdated!]
" I should not need to elaborate. Trading is part of the game, its their choice to not use it. As a predominantly self found player I made the same choice as well. You misinterpret what that second part is about. As a self found league with increased drops is indeed easier than playing self found on the parent league. A self found league with the same rules? Sure. As Qarl already said though, it's entirely possible in the current leagues. Edit: I hate that I have to keep typing the same thing. If this is going to keep going in loops, I'll back out of this discussion. Discuss the merits of a league that accomplishes what you want without completely bastardizing the parent leagues. Pick mods that will get you what you want, while keeping the difficulty higher or even. Then advocate for that as a 4 month league / pool to buy as a private league. The only other option is a league that destroys itself after a period of time. "Whether you think you can or you think you can't, you're right!" Henry Ford Last edited by Jackel6672#4463 on Aug 29, 2013, 12:34:37 AM
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" This is a non sequitur argument. When they say they won't make an easier league, they mean overall. Disabling trading is simply put, a harder league than the current trade to win. Not for people who purposely gimp themselves, but overall it is absolutely harder. Would upping the drop rate slightly, so normal people who don't play the game like a job could find and craft an item with exalted orbs occasionally break the system in a no trade league. Probably not. RNG is still a bitch, and I am not talking about orbs falling out of the sky. I wasn't happy with the addition of eternal orbs. IMO that was caving to crybabies. |
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It is fairly easy to make a self-found league flow back into hc/default.
U give all players a new stash tab where only 1 item can be placed in. At the end of the league everything else is deleted, only the one item gets transfered to the aparent league. In the current league im pretty sure people also take at least one devinely rolled piece to the aparent league. And game difficulty is a lucid concept, since it aplie's differently to everybody. I understand your point now, but if the foundation of that point is something as intrinsic as "difficulty" it becomes mute. Who's difficulty? What are the means to shift that difficulty? what is equally balanced in terms of more drops? Would : "50% more currency drops" "50% less base items drop" "all currency is destroyed at the end of the league" be an equal shift in difficulty? Who is to say? All we can do is voice our opinion on the matter and let GGG decide what they will do with it. Freedom is not worth having if it does not include the freedom to make mistakes
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" Why not make the quest reward of let's say, the Cruel Weaver quest, a 4 socket/link job on one of the player's items. Or what about +1 property to a magic item? Too OP? Well what about upgrading a magic item to a rare item? I remember a game which had similar quest rewards. Ofcourse back then we would save them until we found something epic.. Perhaps add some restrictions/requirements that make it non "game breaking" if you please. |
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" You're right, a trade disabling league would be harder. As long as it stays true to the parent league. As soon as the mention of making drop rates better is added it becomes easier then the parent league. It just won't happen. Increase monster density, now that can happen. "Whether you think you can or you think you can't, you're right!" Henry Ford
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" Please explain how it would be easier? |
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" Have everything be destroyed, and not be able to save anything and that would be possible. Although it would likely be a week / month / private type of league. I don't see them spending resources making something a 4 month league that won't feed a parent league. I would play the crap out of that league though. "Whether you think you can or you think you can't, you're right!" Henry Ford
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Nothing needs to change right now for a player to enjoy a self-found experience in any league.
Keep in mind that even if drop rates were increased substantially, for currency or overall, it will still take you a very long time to build a set of gear that's remotely on par with the upper tier players that trade now. This is the nature of the game, and to close the gap to where self-finders could be even to traders or close to them, it would almost need to be a different game. Also on a side note: More loot drops for parties....because there are more players in the instance.... |
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" Because it would have higher drop rates than the parent league? Leagues can only be made harder. You can't make one aspect harder, then make one easier. Its not supposed to be "balanced". I guess to avoid any confusion I should have been more specific as to what was being made easier. "Whether you think you can or you think you can't, you're right!" Henry Ford Last edited by Jackel6672#4463 on Aug 29, 2013, 12:49:02 AM
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I find it funny you decide for GGG that disallowing trade is not a good trade-off for upping currency drops.
You just keep repeating your same point, when you are in no position to advocate that point. I would like to mention that the above mentioned is not even my desire. I would rather see a gradual expansion of the support gems in higher levels, making the need for alt leveling for gems redundant, and installing a new function for mf, like scrotieMcB's thread suggests. And by doing so, equalizing the gap between mf chars and non mf chars, and for that matter ranged vs melee. Freedom is not worth having if it does not include the freedom to make mistakes
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