The amout of vendor trash makes me want to quit this game

Try playing 12 hours a day

hahahah ahh good times thankfully I'm done for a bit.

The amount of vendor trash I got could fucking fill new-york.
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
Some of those blue trash items in high maps can be worth exalts, and some white bases are also 1 transmute away. Though I agree it takes a lot of time to go through them with the amount that drops, and most players would rather kill stuff instead.

But too many players miss the basic logic: why are those items junk to you? Because you already have good gear. Why can't you sell them? Because everyone already has good gear. How is that possible without good items dropping fairly often?

One of the cool things about this game is that even blue and white items stay valuable a decent time into the start of a league. Filtering would be cool, but global filters (D3 style, only few items drop and with guaranteed decent stats) are too restrictive on this system imo. I would support personal filters, so everyone can adjust for themselves what drops they want to bother with.

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ScrotieMcB wrote:
D3 RoS still has explosions of vendor trash (pretty much any yellow item). When something which isn't trash drops, there is a loot filter in the form of an impossible-to-miss pillar of fluorescent light going into the sky. At this point absolutely no pretense is made at salvaging truly random items as a mechanic, instead using more of a CCG approach to gear design.


Sure but point of OP was nothing ever usuable after he's done with a high end maps he spent a lot on. All trash all the time. D3 This is not the case where GG drops drop all the time. Usually you already have it but that a different story. At some point there is no point in even farming in that game. Never the case here unless trade like a madman. You're always wanting and not getting.

Git R Dun!
Last edited by Aim_Deep#3474 on Mar 11, 2015, 7:51:26 AM
fuck no, dont reduce the amount of "trash" loot only because some noobs dont know what to do with it and call it trash...
Rares give a lot of alterations and so fusings, chaos and regal orbs.
A lot of blue items are even worth more than rares - almost every high lvl unid blue weapon is worth around an alteration, if you identify, it can be up to several exalts.
A lot of white items are worth from 0.5 alterations up to 1 alchemy. (or even more with links)

removing a lot of white and blue item drops would also decrease 6s and 5L and RGB drops. You would loose so much currency...
Most of the wealth I get out of farming high lvl maps are maps and blue and white items to alch,chance,craft or sell.

Its already way to hard to get e.g. enough white Agathe amulets or legion gloves for chancing...
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azraelb wrote:
fuck no, dont reduce the amount of "trash" loot only because some noobs dont know what to do with it and call it trash...
Rares give a lot of alterations and so fusings, chaos and regal orbs.
A lot of blue items are even worth more than rares - almost every high lvl unid blue weapon is worth around an alteration, if you identify, it can be up to several exalts.
A lot of white items are worth from 0.5 alterations up to 1 alchemy. (or even more with links)


If you are talking about the first few days of a new league, fair enough. But for that to then effect everyone in any league in a negative way thereafter, is kinda shit.

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azraelb wrote:
removing a lot of white and blue item drops would also decrease 6s and 5L and RGB drops. You would loose so much currency...
Most of the wealth I get out of farming high lvl maps are maps and blue and white items to alch,chance,craft or sell.

Its already way to hard to get e.g. enough white Agathe amulets or legion gloves for chancing...


Because the developers who alter the code to reduce the amount of white drops TOTALLY couldn't alter the code that drops raw chromes, jewellers and fuses?
Casually casual.

Last edited by TheAnuhart#4741 on Mar 11, 2015, 9:05:15 AM
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TheAnuhart wrote:
Because the developers who alter the code to reduce the amount of white drops TOTALLY couldn't alter the code that drops raw chromes, jewellers and fuses?

Just some food for thought: why have vendor recipes in the first place; why not remove them and just buff orb drop rates by an equal amount?

Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
"
CanHasPants wrote:
"
TheAnuhart wrote:
Because the developers who alter the code to reduce the amount of white drops TOTALLY couldn't alter the code that drops raw chromes, jewellers and fuses?

Just some food for thought: why have vendor recipes in the first place; why not remove them and just buff orb drop rates by an equal amount?



Well that's a question raised by the designed full, free trade model which circumvents so much of the depth also designed.

I love the recipes, I love the depth, I don't circumvent it, at all. But it isn't a binary thing, CHP.
The existence of recipes and drops (and trade) can and do exist now, they can still exist with changes to clutter.
Casually casual.

If they do it right, I'll feel compelled to id more rings and ammys, rather than send them off to the recipe without guilt, already knowing that I'm just getting a good deal on trash. It would be... weird... to actually wonder what's under that unid'd tag... Not PoEish at all.
No. Calm down. Learn to enjoy losing.
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CanHasPants wrote:
Just some food for thought: why have vendor recipes in the first place; why not remove them and just buff orb drop rates by an equal amount?


The recipes offer meaningful choices that reward thoughtful players. Do I want to id this item for a chance of an amzing item? Or do I just vendor them unid for currency that can improve my existing items?
They also offer some ways to convert surplus currency into "expert" currency. I can convert my alchs and chances into chaos or regals. Though arguably you could do this via simpler vendor exchanges, they might feel newer players would end up wasting their wealth by using up those high value orbs too early.

^ Indeed, and the dynamic offers more complication (decisions) than just that; more, at least, than plain orb drops (no decision). My post was a counter point to Anu's post before it (in case that was unclear ^-^)
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”

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