Jeweler's Orbs and Orbs Of Fusing - enough is enough!
" gl buying your perfectly rolled 6l endgame unique (on one with at least some variable stats) for 55 exalted. will not happen ever Last edited by SVD#6236 on Mar 19, 2013, 4:34:31 PM
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" No, what is needed is that this game does not have this much RNG. D2 didn't have half the RNG this game has and it is still a much better game. |
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Making 5L or 6L easy to obtain would take a big fun factor out of the game. As for now i think 6L are already too frequent, there should be less of these, and skill builds should NOT require 6L. 6L should only be sort of extra good addition to the skill build, something that would be extremely valuable. The whole game idea is building and perfectionism, if you can get it relatively easily or/and you are certain to get it, it becomes worthless. Making the best stuff relatively easy to obtain would defeat the purpose of the game.
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tldr but if it's about people complaining about not getting their 6 links and shit just uninstall
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" Every time one of these threads pop up (which is about every single day), one or two people always defend the status quo of these orbs because they misunderstand that something isn't broken if it's too hard, but rather something is broken because it's too easy or too unfair. Usually these suggestions/feedback on fusings and jewelers have very little to do with moving the median amount of orbs needed for 5L or 6L, instead proposing to make modification so that it isn't so wildly random, but why do people keep banging their head against the wall saying we're asking for something else. WE'RE NOT TALKING ABOUT RARITY OR DIFFICULTY. STOP BUILDING STRAW MEN. I'm in favor of making it just as hard if not much harder if we had some determinism. In other words, if it takes anywhere between 1 to INFINITY fusing to get what you want and the average happens to be 1200 or whatever, go ahead and make it 3k or 5k fusings (depending on relation to linked item drop rarity) to make 6L, thus making it RARER and everyone will be happy because we AGREE that it shouldn't be easy like it is now when luck/chance/RNG/casino-wraeclast. As it stands, most people will not use fusing orbs their marginal utility is often negative. Last edited by jeois#3290 on Mar 19, 2013, 8:20:13 PM
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" Even if GGG decide to add the "guaranteed method", I don't think this should be it. It's a simple "solution" that doesn't work at all. It doesn't take away RNG, it just adds a "cap" to get a 5L-6L. This doesn't change the core mechanic of the "RNG-based fusing/jewelling" at all. I think there should be a system that allows you to steadily improve your sockets/links. Each fusing/jeweller/new orb/whatever should add a tiny bit of progress towards your "crafted gear". Thus, when you spend a lot of these, your crafted gear will be very very valuable; but if you spend little, it won't be that valuable, but at least better than before. In another way, make it so that you can improve it, but it needs effort. If you want to improve a 2L to a 3L, it should take little currency and little effort, but be "guaranteed" If you want to improve a 5L to a 6L, it should take a lot of currency and a lot of effort, but be "guaranteed" If you want to improve a 2L to a 6L, it should take EVEN HIGHER CURRENCY and EVEN HIGHER EFFORT, but be "guaranteed" Makes sense right? Here's a suggestion I made in another thread (it doesn't exactly model the above scenario, but it tries to): " The premise is that these orbs can level up just as skill gems do. Therefore, the "effort" needed to be able to get a 6L is not based on RNG (both on getting a high amount of fusings from drops, and getting the 6L from the fusings), but is actually guaranteed (if you level up the orb to lvl 20, you can transform your 6S 5L into 6L). However, there may even be MORE effort required (levelling stuff to lvl 20 is not and should not be easy), and it doesn't take away the "sense of excitement" (like some people said would disappear if you removed RNG from fusings/jewellers/chroms). I mean, it's always exciting to "level up" stuff isn't it? Whether it's your toon, skill gems, or other stuff in other games. Leveling up orbs will be as much fun as well, you KNOW you are one step closer to get your desired 6L, and you accomplished that by your own effort and work (i.e grinding enough to make it gain that level) It's not perfect though, but it's a start for me (and it got no feedback ;_; ) |
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" But in mathematical sense it will be either completely random like it is now or it will have a some sort of hierarchical formula where people will quickly figure out how to optimise it for best return and than the 5L and 6L will flood and become worthless. It always happens in games with high value items. There's really only 2 ways of doing it, either everything or nothing. This is one those things that cannot be balanced. So i rather have something to OCD for and not getting the best quickly and than loose all interest in the game. How many examples of such a games do you need more? How many RPGs have you already played, got everything and don't play them anymore? |
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"Ok I'll give you feedback. I have stated this before, RNG is only good if the player can observe different outcomes in a realistic amount of time. Anything under 5% is in the realm of lottery. That's why wild mages in D&D proc their whacko stuff at 1% and have 5% crit on their staff. So how do we introduce RNG in your concept (gem level): Random vendor recipe. Gems are graded in these levels: worthless - break all links chipped - at least 1 2l or better flawed - at least 1 3l or better normal - 4l or better flawless - 5l or 6l perfect - 6l Give 3 gems to the vendor and they will give 1 gems back with level range from -1 to +1 of the gem given. For example: 3 worthless gems: 66.6% for a worthless gem 33.3% for a chipped one. 3 flawless gems: equal chances for a normal, flawless or a perfect one. This split the rolls into smaller steps, giving players the feeling of progress. Please pardon my bad english
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" I'm sorry to be so blunt, but that's just completely wrong. There are plenty of suggestions that aren't "everything or nothing", as you put it. For instance, if 6L takes an average of 1200 fusings right now, and you increase the average to 3000 needed (while still having an element of RNG but not as purely random), how in the world will that make 6L worthless? Even if people figure out the formula, it doesn't change the fact that they need to get 3000 fusings. It would be rarer and less common. Also, the current mechanic allows you to get 6L very quickly, so a better question would be, would you quit the game when you get 6L in an hour as opposed to someone who got it after grinding for weeks? |
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Ehmm....if 6L takes 3000 fusings (or just 1500 fusings) I'd never, and I mean never even try to get a 6L.
That's just too much bro. I have 7 fusings right now :( |
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