The Self Found League

That does sound like a better way to handle items as your character levels up. Having an item floor and modifier floor that can't go below 3/5ths to 2/3rds the item level to help eliminate tons of "trash loot" would improve your RNG chances of finding an item your high level character could use. Start at a higher base floor on the item and then RNG roll the item stats and modifiers up from there.

Do you know how the current mechanics work to roll item stats?
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
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or example, maybe an item shouldn't be able to roll the mods below half its item level or be a base level that is 5 tiers lower than its item level, i.e. an item level 79 pure armor chest could never be a Colosseum Plate or lower nor could it roll below the ilvl 44 life mod 'Virile'. This way they reduce the lottery enough the game doesn't have to shower a player with thousands of rares to increase the rate of finding useful items.


A worthwhile sentiment. Not being aware of the rules for which affixes can roll on what items makes it hard for me to remark. But narrowing the randomness aperture for items is certainly a valid alternative to a purely IIQ/IIR based SFL. I'd like to see more currency in the league to encourage aggressive crafting, but outside of that there's a lot of ways to get this done.

Last edited by Courageous#0687 on May 18, 2013, 4:33:24 PM
+1000
(I'm a very important person(My mother told me so))
Identifying items on the ground: https://www.pathofexile.com/forum/view-thread/1562689
Talismans as quest rewards: https://www.pathofexile.com/forum/view-thread/1690768
Last edited by Brigs#4164 on May 18, 2013, 5:02:09 PM
A self found league with increased currency, map drops would actually make games like this fun. I hope they implement it and maybe they would retain players and encourage them to actually want buy stuff from the shop. End game has been almost non existent for players over 75.
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Arrowneous wrote:
That does sound like a better way to handle items as your character levels up. Having an item floor and modifier floor that can't go below 3/5ths to 2/3rds the item level to help eliminate tons of "trash loot" would improve your RNG chances of finding an item your high level character could use. Start at a higher base floor on the item and then RNG roll the item stats and modifiers up from there.

Do you know how the current mechanics work to roll item stats?


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Courageous wrote:
A worthwhile sentiment. Not being aware of the rules for which affixes can roll on what items makes it hard for me to remark. But narrowing the randomness aperture for items is certainly a valid alternative to a purely IIQ/IIR based SFL. I'd like to see more currency in the league to encourage aggressive crafting, but outside of that there's a lot of ways to get this done.



Well, we know each base type item has a different preffix/suffix table i.e. daggers can roll cast speed, but claws cannot, that the ilvl of the item determines the ceiling and range of tiers for those preffixes/suffixes, and that these tiers modify the required level of an item.

http://poetools.com/mods-compendium/

Example:


This is a lvl 6 Base/ilvl 71/lvl 51 requirement Wand with an ilvl 58 required "Archmage's" preffix and an ilvl 68 required "Immolation" suffix. If I alt'd it then the lvl requirement would changed based on what mods it rolled. I believe this mechanic exists primarily to provide level restrictions to the non-tiered items such as belts, rings, necks, etc... and also to prevent uber twinked items like a Witch with a 100spd 20cs wand at level 6.

I think the only unknowns are if or to what extent the game discriminates against the tiers of base item and the tiers of the affixes based on item level the content drops. In other words is it rarer to see a Goat's Horn in 70 maps than a Prophecy Wand, is it rarer to get higher affix tiers than lower ones, etc...

If it is the case that it doesn't discriminate in anyway and the ilvl only raises the tier ceiling then it would always be just as likely to find a Goat's Horn with 10 spell damage as the highest tier wand with the highest spell damage preffix no matter how high level the content got. That won't work long term because as content/items are expanded for higher levels it only ever adds those ranges to the current ones forever exponentially expanding the item lottery.

An item floor based on some ratio of item level would mean that players would have a restricted item pool that shifted along with the content. The potential for an upgrade over a lower item would increase more dramatically as content got higher. For example, if you still had a chest that was ilvl 40 with HP, Str, Cold Resist, and Fire resist then by say level 70ish content the next rare chest with that combination of affixes would almost certainly be a higher tier and better rolls thus an upgrade. They'd have to be very careful though because floors can over inflate the quality of the item pool turning GG items into arbitrary things.



I would play this league. Trading is not fun and takes time. I would rather spend that time killing things.
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That's a cool idea, +1 from me.

This is how I play the game anyway, the fun of an ARPG like this to me is to conquer the challenges alone with my character and only using the gear I acquire myself - it's much more rewarding for me.

While I'm happy to play the game as is and continue as I am, it would be nice if this Self Found League became an actual feature - I think it would add to the game nicely.
Pelerin of Wraeclast
In default you don't HAVE to trade... so I don't really see a problem.

I do, however, see a problem with creating more PERMANENT leagues; and that is splitting server population.

Theres no point. You don't HAVE to trade to PLAY the game and LEVEL up and KILL monsters. If you did have to, then a self found league wouldnt even work.

So... the mechanics you are asking for are already IN the game.

Improved loot options for parties are coming (despite the fact that PVP loot is FINE imo, and ive had chaos orbs jacked too.. we all have. Its a game.)

Play your way. TBH I don't see the point in permanent leagues in these types of games anyways...

I don't play default league, and really for only 1 reason. The economy of that league will ONLY get worse and worse and worse, (especially since less and less people are crafting).

I think there are plenty of core problems with the game, that when fixed, will allow the types of players who want a self-found league to find their fair share of enjoyment amongst the default league "TRADE SIMULATOR" as you put it.

+1 for this idea. Also for strict self-found, every character should have a separate stash so you can't use your characters to find stuff for each other.


'Self-found' cutthroat would be scary in an awesome way. Not only can everyone kill you and take your stuff, they have a huge incentive to do so because they can't get items off you peacefully. Pay the iron price!
@Daggermaniac
The problem you don't see is that the whole game is balanced around the fact you can trade, also the people you play with still trade, so not trading gimps you and eventually you can't handle the content they do. This is not just about fucked up economy, it's simply a balance & drop rate thing. The mechanic is NOT in game since the mechanic OP described is a mode without ability to trade. You know what, why is there a HC league? You could also choose to delete your char when it dies in default - the mechanic is already in the game. I wanted to make some comparison about racing cars and bicycles but comparisons are rarely understood well so I'll tell you what is the ultimate reason - the rules have to be same for everyone to make the game work correctly. That's the point of games.
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