The ultimate sollution to RNG: progressive crafting!
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If this were implemented, wouldn't the value of jeweller's and fusing orbs go down? On average, a player would need less of them to achieve the same goal (a 6L or 5L, or 6S).
Other than that minor aspect, I love this idea. 10 thumbs up, +1000. But as others said, this should only impact jeweller's and fusing orbs, not exalts or chaos. And the average number of jewellers and fusings should not stray too much from what it already is (as OP said, this thread is about the idea, not really the numbers). Last edited by CabooseDog#7947 on Jun 2, 2014, 4:08:34 PM
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" I think the same logic can be applied in reverse here? If a player has higher chances of success, he might be more tempted to link more often and thus prices could go up because of scarcity. There is really no way to know for sure how the economy would react to this change, i would guess it will remain quite stable do. Edit : also,
Spoiler
stealth bump, like a ninja
Freedom is not worth having if it does not include the freedom to make mistakes Last edited by Boem#2861 on Jun 2, 2014, 5:02:00 PM
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" From my perspective, the meaningless waste of Socketing/Linking is based in the reality that each Jeweler's/Fusing obsoletes any previous Socket/Link results. The two Orbs unyieldingly destroy any previous Socket/Link state upon use; this is what is wasteful. There is little meaning in gaining another Socket/Link because the next Jeweler's/Fusing can/will destroy it. The only meaning comes in the final result, as opposed to each incremental Socket/Link improvement (currently, there is no such thing). I agree that this problem of meaningless waste can be fairly simply overcome. I think a reasonable option would be to provide a way for players to preserve Sockets/Links, so that a 4S/4L is not meaningless towards achieving a 5S/5L, and a 5S/5L is not meaningless towards achieving a 6S/6L. " I think this idea of progressive crafting is too complex and unnecessary for providing improvements to the current Socketing/Linking systems. Imo, the problem with Socketing/Linking is not the RNG or terrible odds of success, it is the unyieldingly obsolescence of previous Socket/Link results upon Jeweler's/Fusing use. One Jeweler's can turn a 5S 5L into a one socket, and there is nothing one can do about it. Imo, it isn't the one socket roll that is the problem, it is the "nothing one can do about it", the uncompromising obsolescence of progress; spend $1 (AKA one Jeweler's) and lose your car (AKA your 5S 5L); hopefully, you still at least have a bicycle (AKA a 3L or so), but you might be on foot for a while (AKA <= 2L). Imo, this idea of progressive crafting would not significantly ease the "obsolescence factor" of Socketing/Linking, it would simply make Socketing/Linking incrementally less wasteful over time on items that you have invested in, but still wasteful. It's not that I don't like the idea; I actually do like it. However, I think it would be more meaningful to provide players with the ability to preserve Socket/Link progress on items so that players could experience the "nothing happens" result upon Jeweler's/Fusings use, similar to Vaal Orbs, instead of the spit-in-your-face downgrade result that is currently impossible to avoid. TY to those who called me out on my BS on these forums. There is no benefit to being so selfish as to fail to acknowledge others' differing beliefs of what "should be" or believe your own opinions so supreme as to be factual and thus dismiss others' opinions as being somehow a lie or delusional. Last edited by Perfect_Black#6704 on Jun 2, 2014, 7:51:15 PM
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"You are so close to the truth. Here, read this. 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.
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Very good suggestion !
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Damn. I as hoping by progressive crafting you meant a new middle tier of items, and new lesser orbs. Very few exalts are used on low level gear (or even medicore high level gear), but instead kept for iLvl 75+ gear.
- Magic: 1 suffix + 1 prefix (2) - New: 2 suffix + 2 prefix (4) - Rare : 3 suffix + 3 prefix (6) The new tier orbs wouldn't need to be common or cheap, but they might make it interesting to craft. It is kind of hard when Eternals in invasion right now are going for 3.5+ ex. So, for example, if we could have a 7-20c version for this lesser tier then it might be a feature that more players experiment with. You could decrease the exalt/eternal drop rate if you really wanted, but they aren't exactly that common. However, this new tier would reduce their demand in the middle stages of crafting. Since regals already take items from magic to the next level, they might be the exalt of this tier. Unfortunately, letting regals add a 4th mod may be a little op for the current vendor recipe. So perhaps 5-10 regals would combine into a new orb (vendor) for adding the 4th explicit mod. This might become even more useful as more levels are added to the game. while a professional leveler can hit end game quickly anyway, I believe this would help the sight see-ers. Effectively, something similar to this makes the system a little more progressive. Exalts are expensive because they can add yet another mod to a goddly item. So why would you want to use an exalt on an item you are crafting if you aren't crafting an end game perfect item? |
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" Check the example in the opening post: on the first attempts you will have a smaller chance for succes, only when you're throwing a lot of currency on an item the chances become significantly higher. On average, you will need the same amount of currency as today to 6-socket or 6-link. Like if 100.000 people only stop jewelling after reaching 6 sockets, the amount of jewellers they all used together would be the same as today. The only thing that changes is that there are less lucky bastards, needing just 1 or a couple jewellers, and there will also be fewer people needing a crapload and none needing absurd amounts. "Boem" also reasons well: if crafting becomes psychologically less stressfull more people will do it. People won't mind throwing currency on an item anymore because everytime they do so, it serves a guaranteed meaningfull purpose. So the price of jewellers and fusings will probably go up. On the other hand more people craft so there will be more 6-links so the price of 6-links might go down a bit. " That's why progressive crafting is so good: you might not have gotten what you wanted, but you did make progression towards that goal with every fuse or jewel used. " While I see your point very well, your change is much more drastic. Progressive crafting might be complex in programmation, but easy to understand and use: the more I try, the better my chances will be for the next try. On an extra side note: in very rare cases you don't always want an item fully linked. E.g.: I want to put Cast when Stunned - Cold Snap - Cold Penetration in my boots, and fill the remaining socket with my town portal. If they were all linked, My tp opens when I'm stunned, which is annoying, so I don't want that gem linked to the others. I found 4-link gloves once, but I wanted to put Lightning Warp - Reduced Duration - Faster Casting in it, and in the fourth an Arctic armour. I actually used fuses to unlink my Arctic Armour from the other three as I didn't want the ice trail to be affected by Reduced Duration. Such downlinking wouldn't be possible anymore with your system. " Nice to see that many people seem to like the idea of progressive crafting! and @Gregoriel: you're really off-topic there, better create a new thread. |
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