How Divination Card Submission Will Work

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majesw wrote:

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--The goal is to give players a large amount of choice in what they do during a play session. Currently there seems to be two end game choices (map, or magic find dom/atziri). Ideally these cards add another aspect of speed clearing different zones. More choice! Great! However, in order for this system to be fully realized GGG must be very careful in how they place these cards and how they balance them. EVERYONE is going to want a Shavs. EVERYONE is going to want a Mjolnir. If those items get cards then people will farm those zones a lot.

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I do not see the problem here. If people farm for 'Shav fragments' ;) then there'll be a lot more Shavs out there after a while. That makes it less attractive to farm them because they'll be cheaper than now.
Cards for nerds, give me some bosses
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Hemmingfish wrote:
Oh look, more items to skip.

oh boy, you must be the heart of the party
Oblivious
Guys, have you considered what it will means for the trading aspect of the game?
For a newbie player it still hard to "learn" the values of the orbs.
Now as i see the cards will be a 2nd layout of the economy.... We all have to learn what is the value of the card when its drop before we even start to thinking of collecting or selling for someone else.

In case of Kalindra, if its cost lets say 300 ex atm and you have to collect 10 card for complete the pack to receive a Kallindra it will means you can trade the card for 30ex.

I think it will be a cool thing, but its looks scary as f*ck to me at this point.
On the low tier unique it will be impossible to measure the actual value of the card cause of the market complexity and value variability but in the other hand hopefully it will increase the number of high tier items in the game.

I would recommend to not use this system on a popular items where the chance of finding the item is already high enough (5ex and below)
In case if Im not misunderstood the whole system :P
Last edited by szíriusz#1574 on Apr 30, 2015, 9:29:10 AM
Honestly i dont like design for item. I expected that divination card REDUCE RNG while seems it wont affect this part of PoE. because divine card associated with item will have identical or similar rarity as assosiated item so no difference if i drop card or just item.

what i expected: collect 1000 divine cards, trade for shavs, collect 10 cards trade for 5linked normal item etc...
Wow this has so much potential. Incrementally getting closer to a very desirable item is also a godsend, all or nothing proxy casino won't be the only way to get stuff for non traders.

Looking forward to this!
Legacy uniques are allowed?
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majesw wrote:

--The goal is to give players a large amount of choice in what they do during a play session. Currently there seems to be two end game choices (map, or magic find dom/atziri). Ideally these cards add another aspect of speed clearing different zones. More choice! Great! However, in order for this system to be fully realized GGG must be very careful in how they place these cards and how they balance them. EVERYONE is going to want a Shavs. EVERYONE is going to want a Mjolnir. If those items get cards then people will farm those zones a lot.


Maybe they shouldn't limit the top tier card drops to the hardest zones, since those tend to be fairly farm-able already if your build is good.

I also hope they make the drop rate of cards constant. So you'd always expect to get 1 card per 30 minutes of grinding. Then the top tier items will just cost more which would make the difficulty of obtaining them easily adjustable.
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They must be items that can legitimately drop

I'm gonna ask out of curiosity anyway:
Would it be a complete no-go to design a card which gives mtx stuff? Like points, a random weapon effect, a random pet, stash tabs, so on and so forth.
I wonder if different card types are bundled together with other cards in drop rates.

So if a zone can drop 1 particular card, and then three more cards are added to the same zone's reward pool, would that card's drop rate be effectively reduced by 75%? Or would card drops become 4x as common?

That's assuming a constant drop rate for all card types which might not be the case.
Last edited by Novalisk#3583 on Apr 30, 2015, 10:14:07 AM

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