Daily reminder that MF is an outdated mechanic and needs to leave.
MF... after the years still a part of the game, I think it is not going anywhere.
Everything was already said multiple times about it - how it makes balancing drops worse, how it excludes 90% of builds, how it causes people feel shitty etc. I moved on a while ago (and quit the game for a while, it seemed like there was just MF at the end and I am not a fan of it). After coming back, I feel like I can play melee character again (no mf, obviously), but I haven't been to the hardest (new to me) challenges of the game beside lab. Hopefully I will not end up feeling the same again - mf or gtfo. By the way, long time ago MF was even more shitty than it is now, then they removed it from the mod pool on some items and it really helped a bit. Too bad they stopped there, heh. Back to lurking, off I go. ✠ ✠
|
|
" In theory you are right but 2 times seeing zero t1 uniques is still zero t1 uniques. ^^ Docbp87 is right - in practice you are only drowning in shitty yellow and orange items (not to mention the gazillions of useless blue and white items). The clusterfuck is real but you do not even have enough portals to make use of all the yellow and orange items. Chaos orbs from the recipe and alchs from selling the crap is 99,9% of the difference between mf and non mf. German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team." top2000: "let me bend your rear for a moment exile" |
|
" Of course I am estimating - yes, I could have made this more detailed, but would that have helped anyone? It is very close. Besides that, higher drop rates - meh. First remove the shitloads of crap that drop and that even in single player games sometimes seem to prevent things from dropping (because there is literally no more floor tiles left where they could drop). It would also increase performance, since the crap would not have to get rendered. Besides that, higher drop rates would - if you do not trade - decrease the time until your build is "finished". Is that good? No idea. But I would certainly appreciate higher drop quality - the chances of picking up e.g. a Vaal Regalia and it being actually usable for end-game content (500-600+ ES, some resists) are abysmal, I personally have not found a single such item even though I always pick them up in red maps. It just feels bad. Make them drop 10 times less often, and buff the spawn rates of good mods. That would also make self-crafting more viable. Higher drop rates for maps would certainly make the game more fun for me. Remove Horticrafting station storage limit. Last edited by Char1983#2680 on Oct 5, 2016, 2:44:54 PM
|
|
@Char: I think the #1 thing itemization needs in an affix-driven game is a deep balance. The type of balance which makes optimization a real puzzle.
If you know exactly which affixes are best for, say, daggers, then every dagger can be put on a strict linear scale ranging from "utter shit" to "perfect." Farming to upgrade feels exactly like the math we were doing earlier. If you do NOT know which affixes are best, this changes. I'm not talking about multiple viable builds with obvious yet multiple exclusive affixes for each; that facilities trade and is interesting economically, but you aren't changing your build mid-farm. I'm talking about multiple affixes competing for limited slots for a single build, and the community opinion is varied in which is ideal for that build. The number of real, true upgrades farmed will inevitably follow the mathematical model we detailed earlier. But it won't feel that way if the affix system can challenge players in their valuation skills to such a degree that some drops become suspected upgrades. That is the way to effectively multiply the feeling of upgrade frequency. 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.
|
|
lel, this thread is gold!
I think we should get rid of item rarity. Item quantity is fine tho. Just more items dropping should be enough to increase your chance for something rare. also perandus signet is a nice example how things could be further managed: 3% additional chance for Slain monsters to drop Scrolls of Wisdom Dope! Last edited by Scherge#6940 on Oct 5, 2016, 4:05:13 PM
|
|
Rather than adjust iir or iiq, I think solution is for everyone to get really, really mad, and post super salty comments with as many hurtful insinuations as possible.
This thread started off well, with a lot of shade being thrown, but the last page and a half or so have been rather civil. This needs to stop.
Spoiler
On a serious note, I don't think the current MF modifiers need changing. It'd be interesting to see what would happen with additional modifiers though. (10-20 % iir of dropped boots etc etc, like Scrotie (I think it was Scrotie) was suggesting)...
Maybe make it a lab mod?
Spoiler
Oh shit, lab hate incoming, defcon 1, run, hide your daughters
Spoiler
Brackets inside brackets! Spoilers inside spoilers!Fffffffffffffff!
|
|
I just want to be rewarded when doing the hardest content in the game other then pre-set loot like shaper that's all is that so much to ask?
Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
|
" Isn't it the same in every stage of the game? I just ran dried lake for a couple of hours and aside from some currency (nothing fancy really) i found stuff that would only make your day mid cruel... |
|
" Dunno but when you're doing the most terrible mods in t16 and farming shapers I expect to be rewarded lol other then pre-set loot. Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
|
" Well mate, it seems you need to stack some iir then. ;) |
|