Reboot on crafting. Crafting 2.0

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keeper190786 wrote:
If u really understand that, u will see that the randomness is advantageous for newbies.


In theory. In practice newbies get stuck in Cruel, with no orbs left.

I'd very much prefer deterministic crafting == working toward a goal you know you'll reach, rather than gambling roulette. Even if in gambling roulette you get lucky on one item, you pay the orb price in attempts on other items.
When night falls
She cloaks the world
In impenetrable darkness
Brilliant idea !!!
IGN DrahkarDarkness
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vvolf wrote:
I really like this idea. +1. To limit Op items at low levels, you can do two things:

1) Don't allow mod values to exceed the item level.
2) Warn player that they are exceeding the mod value of the item level and it will increase the item level.

I prefer the first approach because it means to get the best items, you still need to find the highest iLvl gear.


 Just revisiting my post and I do like your idea of when you increase a stat beyond a certain level that you then get offered a chance to increase the item level. So if I had a wiki spreadsheet table that showed the maximum value I can raise that stat to for the item level then if I maxed out all the stats for that item's level I would then get an offer to raise the iLvl and the individual stats would drop back to a randomized value for that item at the now higher iLvl. This would allow us to craft our own item progression to keep pace with our character leveling.

 Another way to limit an item from being used by too low a character is to have a crafting wiki table showing the stat and its max value it can have for the character level. That would mean the table would have 100 columns to show the maximum stat value that level of character can use and crafting the stat higher would make the item unusable (same as is now with Dex, Str, or Int required to use an item). In this way a level 1 character couldn't wield a weapon with 200% increased physical damage because 200% would require a level 68 character.

 There are some fascinating possibilities here for making a fantastic crafting system for PoE.

Note: PoE should/would warn you before you crafted a stat higher that you are exceeding the maximum value your current character level can use to prevent you from accidentally making the item unusable (same as PoE does now to prevent you from accidentally jeweller-ing a maximum socketed item to a lower number of sockets and getting pissed off for making the mistake).
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
Last edited by Arrowneous#3097 on Feb 1, 2014, 4:47:29 PM
If you have a guaranteed way to make the best items possible, the best becomes "normal" and they have to tweek the game to be challenging to people so equipped. The items you wanted would become the same as the the items you now have.

Crafting would simply become a chore you would have to do in order to play.
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Shagsbeard wrote:
If you have a guaranteed way to make the best items possible, the best becomes "normal" and they have to tweek the game to be challenging to people so equipped. The items you wanted would become the same as the the items you now have.

Crafting would simply become a chore you would have to do in order to play.


We already have a guaranteed way: farm chaos. Eventually you'll earn enough to buy what you want.

The way suggested in the OP sounds more interesting.
And may the mods be ever in your favor.
OP, the system you propose is exactly what I had in mind as well. Less gambling, more crafting. Ability to fine-tune individual mods. Greater use for currency rather than just trading it to buy an item someone else found. Actually makes self-found games feasible.

People might complain that this takes the fun out of the game or makes it too easy, but I disagree on both points.

TOO EASY. The crafting can be balanced such that you would have to spend the same amount of currency to upgrade the item through this method than buying the item on poe.xyz. Then the only way this method is "easier" than the trading method is that you no longer have to contend with the bullshit trading system or trade chat. But this seems like a benefit than a cost. There is a difference between removing annoying impediments and making the game too easy, and trading is just an impediment.

NOT FUN. Not everyone enjoys gambling for their items. For many people it is not very fun to sink 100+ orbs into an item for naught. Not everyone has the wealth to absorb the losses from an unlucky gambling streak. Personally I would find crafting much more fun and accessible if I could spend a known number of orbs to get a known increment in my gear. Kind of like the way Whestones and Gemcutter's Prisms work. Those are fun to use because I know what I am getting.

To build on above point, GGG can still preserve the current gambling system, but offer a less risky path to gear improvements for those who don't like it. Some people like the gambling system, but many more people DON'T like it. So why should they be forced to use a system they don't like? Give people options. Some like to gamble, some like to trade, some like to farm, some like to craft with definite progression.

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Shagsbeard wrote:
If you have a guaranteed way to make the best items possible, the best becomes "normal" and they have to tweek the game to be challenging to people so equipped. The items you wanted would become the same as the the items you now have.

Crafting would simply become a chore you would have to do in order to play.


You make nonsense. First, why should 'best' become unattainable for all but the most hardcode players? Second, crafting can always be balanced to make it as slow as farm-and-trade. Third, crafting would be less of a 'chore' than trading. Right now, spamming trade chat or posting items on forum for poe.xyz to index is a massive chore. Going to a crafting table, dropping orbs, and clicking 'craft' would take a fraction of the time and I think it would actually be pretty interesting.
definitly a revemp on crafting system would b welcome
OP I support this all the way!
The "crafting" system we have today is just an RNG shitfest, with no skill involved.
What this game needs is a separation between crafting and gambling and trading.
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Shagsbeard wrote:
Crafting would simply become a chore you would have to do in order to play.

, it would eventually kill poe being an arpg and put people with less play time into a serious disadvantage.

a game with a method to reliably produce better results when crafting for the majority of players doesn't work without occasional resets of the game play. if there is a random outcome it works a little longer before the market collapses.
age and treachery will triumph over youth and skill!

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