Rare Items (identify)
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Introduction
I've been playing this game since 2014, and I'm one of those players who always pick up a lot of rare items (including when mapping). But back then these items had some value, even if they were average. Nowadays, more than 99% of the identified rare items are worth what the NPC has to offer. Over the last few leagues, the accumulated Alternation Orbs have been worth much more than just selling rare (identified) items. So I just give up, and now I pickup 90%+ less rare items than before. Problem The biggest problem is not that it's so hard to get something interesting, but that there have been a lot of crafting/type items options for several years: crafting opptions: Essence, Fossiles, craftbench, Harvest, "maeven orb", "veiled" type of items: synthesized, fractured, influenced, with incursion mod, with delve mod So more than 99% of the rare items just become worthless because of it, even if it was worth something before, because they have nothing new to offer like the rest of the options. The best example of good conditions of rare items are in Acts, where almost everyone pick up a rare items (because we have limited resources – currency/item base eg: influenced). On low-levers maps a lot of players also pick up these items, but on the t6-t10 this number drops drastically, where on the t11-t16 almost no one pays attention to these rare items. Therefore, I would leave it as it is on acts and apply the changes at a later stage. Solution Rare items after identification have all bonuses increased by 1 level - if the item level meets the requirements. Items with ilvl 68+ after identification will additionally receive a new tier T1 identified (or T0), if the affix was previously identified as T1. T1 indentified (or T0) will be the successor of T1, with higher values. However, only obtainable during identification. You can’t get it by using chaos/harvest or anything else. Example of item upgrade: ![]() Additionally, there can be added a new pool of affixes that the item can get only with identification - to further stimulate the player's curiosity when identifying. Performance Solution On the ground is too many items, in the game client there should be opption to disable the drop (rendering) of the normal and the magic Items (as separate checkboxes). Jewels (normal, cluster, abbys) are NOT included of course. But of course there is a lot of good bases (steel ring, spiked gloves, and so on). So these items should drop always as the rare. It will bring more excitement when player will using a scroll of wisdom with above changes. Or if it’s to hard to do, then just disable completely the drop of the normal and the magic items (if an item will roll normal/magic rarity, then will not drop). Of course the good bases will drop as a rare and it will not affect Acts - only maps. Also some of "chance" normal items can be still here, Last edited by pewik2121#7018 on Aug 13, 2021, 1:54:04 PM Last bumped on Aug 13, 2021, 1:38:16 PM
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