My Idea on how to improve game - FIX CRAFTING

I know before starting that there wil be a lot of hate on this thread. "Crafting isn't broken etc".

Well from my experience on previous games is that at a certain point in time you will get rewarded for farming. You will find a piece of gear you need or farm up the required materials and make the weapon yourself.

My idea revolves around removing a great portion of the RNG factor. I've used about 200 chance orbs, I don't know how many other stuff on trying to get what I need. 90% of the gear I have came from trading ( which requires hours starring at the screen trying to find what you want , only to end up too expensive to afford ). The other 9% came from from drops and needless to say it isn't strong enough . The exception coming in at one ring a alched that gave me a total of 110% total resistances. Needless to say the other affixes/suffixes on it is useless.

Well then , lets start off with my idea. Lets start at the beginning. First we need to assign each affix/suffix a currency value.

Spoiler

Affix
Lvl 1-10 =transmutation
lvl 11-20 =chromatic
lvl 21-30 = alteration
lvl 31-40 = jewelers
lvl 41-50 = chance
lvl 51-55 = fusing
lvl 56-58 = chaos
lvl 59-64 = 5 x chaos
lvl 65-70 = devine
lvl 71 = exalt
lvl 72-73 = 2x exalt
lvl 74-75 = 4x exalted
lvl 76-77 = 10x exalt
lvl 78+ = 5x eternal

It doesn't have to be like this but something similiar. Just a rough draft in my opinion. But this is the base of crafting system suggestion. So lets move on.


Ok now moving on. Lets make a 2 handed axe with the Tempered affix. Lets use A vaal axe at iLvL 78 for our demonstration purposes. Getting an vaal axe at iLvL 78 can cost 1-2c or you can go get it yourself. Keep how much currency we use in mind.

Ok so we have our 2h axe. Based on the 5 rares for 1 unidentified rare recipe we gather 5 rare 2h vaal axes that contains the Tempered prefix. We can aither farm those or we can buy them through trading or craft them ourselves using alterations and regals. After completing the first step we put in our 5 rare axes containing the desired affix with our white iLvL 78 vaal axe in a shop. Seeing that Tempered is a LvL 65 affix we insert a devine orb as well to the recipe. And BAM. We now have a magic Vaal 2h Axe with the Tempered affix. But it's at minimum roll. We can devine it to get better rolls later.

We then Restart our grinding to get 2h Vaal axes which contains the Tyrincal affix. After inserting the axe we are crafting and it's 5 pals we spend 2x exalted orbs to get the mimimum roll.

Ok so now we have a 2h Vaal axe with the Tyrannical and Tempered affixes.

Now to get a third affix lets say we want the Celebration affix. We do all the previous steps , adding our 5 rare vaal axes containing the Celebration affix then adding an 10x exalt since it's a lvl 77 affix and a orb of regal to make it a rare.

For our 4th affix we want say for instance a Strength roll of the Titan. We do the same steps again as previously. Adding our 4x exalts for the affix value AND adding an exalted orb to get the extra prefix.

So there you have it we now have a 2h Vaal axe with Tempered , Tyrannical , Celebration and Titan affixes, all at minimum rolls. We can improve the rolls with divine orbs. Notice that tempered isn't the highest level. So we upgrade it by restarting our procedure and using another 10x exalt to get the Flaring affix.

So there you have it , a crafting system that guarantees progress.

Sounds like it would be to cheap? Well we can always scale up how much certain affixes cost. We /GGG can fine tune this until they think it's balanced. The important thing is to keep lower LvL affixes cheap so that solo players/ non trading and self find players can steadily upgrade their gear.

But how much did this beast of a weapon cost us to craft ? Not enough ? lets just check how much currency we used with some assumptions.
Spoiler

Let's pretend that the iLvL 78 2h Vaal axe cost us 2c. Finding rare Vaal axes with the right affixes was tedious so we bought them. Well we found one and bought the other 4 for 2c each. (The rare axes we used to craft our affixes.) We crafted 5 times (Tempred, Flaring, Tyrinnical , Celebration and Titan ) so we bought 20 rare Vaal axes for 2c each. Thats 40c. We used 1 devine orb for Tempered , 2x exalts for Tyrannical , 10 exalt and 1 regal for Celebration , 4 exalt and 1 exalt and lastly another 10 exalt for the upgrade to Flaring.

That adds up to : 42c , 1 divine , 1 regal and 25 exalts. All in all we used about 28 exalts for a near perfect weapon.

"This is kinda cheap for a weapon as awesome as this one but we can always up the value of certain affixes. This means that crafting the perfect weapon with this model can cost around 8 exalts. If we change the Value of certain affixes this 2h Vaal axe could cost 40ex ( If lvl 73+ affixes were to cost 1-5 exalts for instance. )" FIXED, old draft.



There should always be some kind of draw back so I've come up with one. Gear that are made in this manner can have a maximum of 5 affixes. Lastly Rare's that allready have 6 affixes can't be upgraded. Affixes on weapons can't be changed ( for instance if you don't want the strength modifier but somehting else you'll have to start over ).

There is a last way to make getting the weapon to that status all the harder. If you want the Celebration roll you have to upgrade the weapon starting at the lowest level affix all the way up to the highest.

Well That was my idea. Hope i get a few productive responses. I think this would make crafting way easier/more productive and ofcourse more fun ( Since you know you are making the item stronger every time you craft it. )

I feel that a lot of people is going to tell me that this would make it easy to make OP characters. Well ye , it costs a lot of time and farming to get the orbs needed to craft to begin with and making the most powerful character imaginable is the point of the game , isn't it ?

Last words (Inserted in Edit 1)
Spoiler

I realized that this system can be a double whammy if not triple! If the crafting gets implemented to work like something similar to this then you could actually calculate what items will cost. Noobies wont get ripped off so much ;). Secondly THIS WILL NOT remove the current gambling system (does this current system even have a proper name ?) , you can still gamble with chaos orbs , chance orbs and still get reasonably good to sell items that have very high end affixes. Lastly good world drops can become much more desirable.


Edit 1 , 4 Feb 2014. After Reading some replies it became apparent that my current system is way to cheap to make godlike items. I only changed the values of how much top tiers cost to craft. I kept the lower rolls cheap because it is within this the beauty of the system lies. In my opinion though xD.
Last edited by Polla#5362 on Feb 10, 2014, 4:28:18 PM
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Thanks for contributing an interesting concept for crafting improvement!
While this is a novel idea, I just find it far far too easy. This just accelerates the power curve, and the amount of different types of items becomes close to 0.
This is actually an amazing idea.
Hope it gets noticed.
I support a more deterministic crafting system in theory, but there should still be room for things like chaos orbs and chance orbs for the people that want to gamble. Why should someone who enjoys the idea of risking a little currency for the small chance of getting an insanely good item be prevented from enjoying the game their way?

"
SL4Y3R wrote:
While this is a novel idea, I just find it far far too easy. This just accelerates the power curve, and the amount of different types of items becomes close to 0.

That's because this game's itemisation is bad. Having 3-4 stats blatantly superior to all other stats in 99.95% of cases is the real problem here.
"
Xarog wrote:

That's because this game's itemisation is bad. Having 3-4 stats blatantly superior to all other stats in 99.95% of cases is the real problem here.


This.

+1 op, some interesting ideas there mate. Actually the more I read over this the more I liked it. I could see it being fun. Really it's probably the best crafting suggestion I've read and it works well with the game as is.
"
Xarog wrote:
I support a more deterministic crafting system in theory, but there should still be room for things like chaos orbs and chance orbs for the people that want to gamble. Why should someone who enjoys the idea of risking a little currency for the small chance of getting an insanely good item be prevented from enjoying the game their way?

"
SL4Y3R wrote:
While this is a novel idea, I just find it far far too easy. This just accelerates the power curve, and the amount of different types of items becomes close to 0.

That's because this game's itemisation is bad. Having 3-4 stats blatantly superior to all other stats in 99.95% of cases is the real problem here.


I do agree that it's a problem. But considering how crazy easy it would be to gear up, just makes this idea falter. Like I said, it's novel. But this just makes it so you can damn near the beat item you're going to realistically get pretty damn quick.

Either get one tyrannical and go from there, or get the tier 2 mod, and everything else tier 1. Wouldn't be difficult, time consuming, expensive, anything.

Weapons aside, consider the easy to roll items like chests. There's a rather small amount of variables for this item.

Further, losing one affix isn't that big of a deal when you've got tier 1s for the other 5
Last edited by SL4Y3R#7487 on Feb 3, 2014, 10:06:08 PM
Well, instead of criticising the idea as it stands, why not offer a suggestion that would increase the difficulty a reasonable degree?
Hard to say honestly. Cause even if you could only use it once, just having 2 top tier rolls on a weapon is huge. Like really huge.

It's not that I don't like the idea, which I do, but it seems rather hard to balance.
you think of it as crafting, that's your problem. it's not really crafting. It's gambling.

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