Self-Found (League) [Thread outdated!]

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MierenEronaile wrote:
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Qarak wrote:
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MierenEronaile wrote:


I really cant tell if you are agreeing with me or mocking me, but either way, yes, the amount of fusings required for a 6l needs some change, or at least it needs to be more defined than 'between one and 10thousand'


How am I mocking you?
I think the crafting system is shit right now, but could be one of the best ever made.
SO yes, I'm agreeing with you :P


Sorry, just wasnt sure.

I actually think the system is great but that it is missing a few absolutely necessary aspects. You need to have a way of improving your chances that is not sheer numbers. Brute forcing a problem is a boring and terrible way to respond to a problem.

At the moment, in terms of how long it would take to reliably get a 6l without trade... Id say 10 fusings an hour dropping/using the vendors is a fairly solid rate. Assuming you manage that... 200 hours worth. Over a week of farming to get a 6l on an item you want with any reliability?

The fuck? Lets not even consider the fact you first need to get an item worth 6ling, which takes even longer.

In regards to crafting, the eternal exalt rate is impossibly low to do it without trading. I have over 40 days played in Anarchy and ONE fucking eternal drop. Thats so low that in regards to self found crafting its meaningless. It might as well not exist at all. Increased drop rates, or better chances for success(through my suggestion in regards to orbs that weight your exalts/alts/chaos/augs towards the specific thing you want)

These need to happen for crafting an item to work. Crafting an end game item without the luck of the gods is literally impossible atm. Assuming one eternal for 40 days of playtime, even if you had never stopped farming since cb finished and ob started, you wouldnt have enough to make a top % item.

The fuck?


+>9000
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Vakirauta wrote:
Daily bump for the good of all
This is a bad suggestion which would hurt the game. It is obvious that some people disagree with you, and not only me. Please stop including us in your "all."
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MierenEronaile wrote:
Crafting system QQ
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Qarak wrote:
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MierenEronaile wrote:


I really cant tell if you are agreeing with me or mocking me, but either way, yes, the amount of fusings required for a 6l needs some change, or at least it needs to be more defined than 'between one and 10thousand'


How am I mocking you?
I think the crafting system is shit right now, but could be one of the best ever made.
SO yes, I'm agreeing with you :P


Sorry, just wasnt sure.

I actually think the system is great but that it is missing a few absolutely necessary aspects. You need to have a way of improving your chances that is not sheer numbers. Brute forcing a problem is a boring and terrible way to respond to a problem.

At the moment, in terms of how long it would take to reliably get a 6l without trade... Id say 10 fusings an hour dropping/using the vendors is a fairly solid rate. Assuming you manage that... 200 hours worth. Over a week of farming to get a 6l on an item you want with any reliability?

The fuck? Lets not even consider the fact you first need to get an item worth 6ling, which takes even longer.

In regards to crafting, the eternal exalt rate is impossibly low to do it without trading. I have over 40 days played in Anarchy and ONE fucking eternal drop. Thats so low that in regards to self found crafting its meaningless. It might as well not exist at all. Increased drop rates, or better chances for success(through my suggestion in regards to orbs that weight your exalts/alts/chaos/augs towards the specific thing you want)

These need to happen for crafting an item to work. Crafting an end game item without the luck of the gods is literally impossible atm. Assuming one eternal for 40 days of playtime, even if you had never stopped farming since cb finished and ob started, you wouldnt have enough to make a top % item.

The fuck?
In general, I agree with this QQ. Except for the part where 200 game hours would be a bad goal for average 6L crafting time; although I think that amount of playtime is reasonable, I also believe that 200 hours under the current system is over-optimistic, and that most players at 200 hours are going to have 5Ls but still be hundreds of hours away from 6Ls, especially two-handed weapon users.

Here's the curveball: Back in Closed Beta, GGG (secretly) raised orb drop rates with one of their patches, then monitored how people used their orbs. The result was that less orbs were used; not less as a percentage, less orbs period. Raising the drop-rate had a counter-intuitive effect.

However, this was in Closed Beta, back when 1 Exalt was worth less than 20 Chaos. It was a friendlier economy, which means that it was less evolved. It is brutal self-interest* (like that which was brought on by Open Beta) that puts economies under pressure and causes them to evolve ever faster. At the time, people attributed changes in exchange ratios to "inflation," but I believe it was just re-evaluation; the Exalt:Chaos ratio has been sitting pretty steady for a while now.

Given the stark contrast between the CB economy and the OB economy, I believe another experiment would be a good idea. Naturally, there isn't much time left, so I doubt it would happen. Attempting to hypothesize what the results would be, all we really now about how the PoE economy would react to changes is that the results may or may not be counter-intuitive; all we know is how little we know.

Regardless, I still think that, from a crafting vs trading balance perspective, we should at least try increasing currency (and gem) drop rates. However, I don't believe that it should be purely about making the game easier; to compensate for the increased currency drop rates, the drop rates of non-currency (non-gem) items should be reduced. This would mean more picking up currency lying on the ground, but less vendoring to get currency, and less finding good rares on the ground and trying to trade them off for a few chaos. That last point would further help trade vs craft balance because players would have less "tradeables" in the first place, and players would be less likely to just find their upgrade lying on the ground; both of these would compel the player to craft more and hoard less. (Nice side benefit: less OP advantage for multiple stash tabs as a microtrans purchase.)

However, none of these ideas demand their own league. This, or any other fix for crafting vs trading balance, should apply to Standard, Hardcore, Anarchy, and Onslaught leagues. I don't understand the compulsion to leave these leagues at a disadvantage.

* Just to clarify something: Brutal self-interest does not mean scamming other players. It does mean trying to get as much as you possibly can, squeezing the other guy for every bit of value you can convince him to part with. It is 100% possible to achieve this without lying or misleading in any way. I am anti-fraud and pro-haggle.
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 Sep 10, 2013, 8:44:18 AM
@ScrotieMcB
What do you think about the idea of having orbs that specifically increase the chances of the current orbs to roll certain ways?

I know about the experiment, I have heard it mentioned before. I almost wonder if the reason that happened is because all of a sudden people were finding more they actually thought some more expensive items could be afforded, or bigger goals could be achieved so they started trying to save for them.

I spend currency on crafting(Crafting isnt even the right word, we should all start calling it gambling. I am going to do that from now on) all the time. I spent 2000 fusings in the last two days.

Ive spent 10 exalts exalting items(not gotten the specific roll I was looking for once, let alone the high numbers of it I wanted) though I did get a 37% cold res on my dagger which has helped me out. If I had more of these, the only reason I wouldnt use them is because instead I could just save easier for the expensive items.

In regards to the not needing a SFL, I would rather they fixed the crafting system and drop rates to more reasonable ones as well, but I dont see how a SFL stops them from doing that.

Finally, I dont really mind a 200 hour goal for a 6l... but for most people 200 hours is MONTHS of play. For me its about 2.5 weeks, but for someone who cant do more than an hour a day... its to long.
IGN
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Herpy_Derpleson wrote:

I have Chris himself personally agreeing with issues I have raised with GGG. Your opinion means nothing to me.


You came in here just to insult people and act high and mighty instead of listening and discussing what people are really talking about. Thats trollish and makes your opinion garbage.
Standard Forever
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MierenEronaile wrote:
@ScrotieMcB
What do you think about the idea of having orbs that specifically increase the chances of the current orbs to roll certain ways?
1) I don't think they should be separate orbs; instead, they should be some kind of vendor formula. Just as an example, you vendor the rare (non-weapon) item you want to mod, an Exalted Orb, and, say, a Minion Life support gem, and the vendor output is an unidentified version of the same item. When you identify it it's as if you Exalted it, but with a higher chance to gain the +Life affix. A whole bunch of stuff like that, acting as a gem sink; quality on the gem could increase the chance of success, and thus it could be a GCP sink too.

2) I don't think it's a priority fix. Adding more utility to vendor formulae over time is something I definitely want to see in Path of Exile, but it's the kind of thing that can be added slowly as the game progresses. What troubles me is that new vendor formulae are added only very rarely with new patches, when we really should be seeing at least one or two in most of them. New vendor formulae should be at least as common as new skill gems.
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MierenEronaile wrote:
I know about the experiment, I have heard it mentioned before. I almost wonder if the reason that happened is because all of a sudden people were finding more they actually thought some more expensive items could be afforded, or bigger goals could be achieved so they started trying to save for them.

I spend currency on crafting(Crafting isnt even the right word, we should all start calling it gambling. I am going to do that from now on) all the time. I spent 2000 fusings in the last two days.
I used to call it gambling myself, and for months on these forums flat-out refused to call it crafting (I'd switch to "using orbs on items" or similar language). I only changed as a matter of convenience; I realized I exclaim "thank God" from time to time even though I'm an atheist, so some degree of misnomer is acceptable.

In any case, I think the key flaw with the experiment is something I already covered: it was the softer CB economy. The next most important flaw is that it only increased crafting supply, without decreasing trading supply ("tradeable" drops). Orbs are the currency for this game in addition to being the crafting mechanism, so increasing them isn't exclusively a crafting buff, it's a trading buff too, giving players more money to trade for new gear. I essentially look at increasing orb drop rate as a buff to crafting and a (bigger) buff to trading, which means it's appropriate to accompany it with a direct nerf to trading (finding less tradeables). The net result would be a buff to crafting (and thus a buff to self-found) with the buff and nerf to trading cancelling each other out (erring slightly on the side of nerf).
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MierenEronaile wrote:
In regards to the not needing a SFL, I would rather they fixed the crafting system and drop rates to more reasonable ones as well, but I dont see how a SFL stops them from doing that.
Let's say they created a SFL with the next patch. Would that be enough to placate the community into no longer QQing?

If the answer is yes, then there's no more pressure to fix the main leagues. Anyone with an issue would be told "go back to SFL, scrub" and that would be it. Everyone would move on to something else, and the issue would die prematurely.

If the answer is no, then what was the point of giving you a SFL in the first place? It didn't satisfy you, so why waste the time implementing it?

I know that, for me, the answer would be no. So I'm skipping right over the half-assed and asking them to fix trading vs crafting balance for everyone.
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 Sep 10, 2013, 9:23:15 AM
@ScrotieMcB

I agree with most of what you said there, or at least admit it is quite reasonable.

What im not quite sure on is that last part, about the benefit of the SFL.

I dont think it would stop the entire community QQing, I would rather they fixed the main leagues, but some people want it SEPARATELY to this issue, and its for them that I think it should be put in.
IGN
You said it will be hard around the 40s.. but maybe that is what people want.
Because if you play with trading even if you want to play self found you will trade because mostly you play alone with no groups.

Most of the groups in the actual leagues (softcore and anarchy) are open but no one is making a tp for you and then you just go back and play alone.

In a Self-Found League partying would be so much better and a new expirience for everyone i think because if you dont find the Gear you need... you need a group to farm or just play the quests and level up.




☆★☆ Self-Found in the actual Leagues will never be the same as a Self-Found League itself ☆★☆
❝ Wraeclast SAIN†S ❞
SFL = long term decent league.

I would like to see a 4 month long version of the decent league with a few modifications...

-Remove the current normal - cruel – merciless resistance penalty. Have the decent start over at the final level and then impose the cruel – merciless penalties at the start of the new cycle.
--Alternately keep the current penalties and add a monster speed buff for each cycle.

-Add endless side areas like endless ledge, endless graveyard, endless caves, endless forest… for leveling up.

-Hardcore

-Add two to four outposts per cycle for access to stash and forming teams.
--Town portals disabled

-Permanent permanent allocation
IGN: Wrathmar * Paulie * Client
Last edited by wrathmar#4456 on Sep 10, 2013, 9:51:45 AM
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Last edited by Jaknet#1426 on Sep 10, 2013, 9:54:25 AM
Hi

Herpy_Derpleson
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I have Chris himself personally agreeing with issues I have raised with GGG.


What issues? Personally? you mean like you emailed them a impersonal message and they sent you a teddy bear exile package? Hug your Teddy Exiled Bear and play some LOL/WOW let the adults contend to this idea because it is before your time.

Kellog
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Probably easiest just to add the 12 year old harpy to the ignore list.


iamstryker
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Thank God. Now I can point out how dumb your posts are without seeing your terrible responses.


Herpy_Derpleson
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Hey GGG, please make a self-found league


MierenEronaile
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Also, its nice to see you have finally seen the light.


Kellog
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What we really need at this point, is feedback from Chris. According to the email published in the Suggestions thread, he has some issues with the current proposals but he hasn't indicated what those issues are. Considering we now have close on two hundred pages in two threads and countless others here and there, it's a little disappointing.


DijiGo
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Agreed, and unlikely any time soon given how close we are to launch.

Disappointing none the less, given that the original thread began life exactly 5 months ago.


Agree 1+

MierenEronaile
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Solution to crafting = add new types of drops that weight the rolls heavily towards certain things.


I have wondered this also if the addition of more orbs that do specific things would be better for the economy,ie;orb of fire_only rolls fire mods). Also the idea of recipes involving the useless at high lvl orbs like transfusion,alterations,etc. in combination with certain mods on items could result in these specified orbs ex: transfusion orb+high mf modded item= a orb of mf? A combination of low lvl base orbs with items+ more recipes could result in a better crafting and a great variety of orbs.


1+SFL bump for all(minus ScrotieMCB)

cheers
Conan: Crush your enemies. See them driven before you. Hear the lamentations of their women.
Never dance with the Devil because a dance with the Devil could last you forever...
-I thought what I'd do was,I'd Pretend I was one of those deaf mutes-
Nullus Anxietas:)

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