Shrine of Exile
I don't know about gem quality; since most of them sell for at least 1 gcp, you'd have to have the expected value of adding an additional gem at least equal to its value.
So maybe something in the order of equal chance of dropping any orb with a 10% quality gem (with weights on the rarity of the orb proportional to the quality of the gem) Edit: Also maybe each two or three levels of the gems adds to the base level of the beast or something (example: take the sum of all the gem levels and divide by 3). This might end up being balanced because as the monster levels increase their difficulty also increase, but the loot level also increases as well. However, this wouldn't stop someone from just dying over and over to kill it, so maybe have it be like a map of some sort (like an arena portal) that each person can only enter once or twice. Last edited by ZaM#5813 on Aug 24, 2012, 8:00:19 PM
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This is a great idea. The only thing is you would have to be careful with the loot that drops as if you are almost guaranteed that if you put one decent item in you will walk away with 2 or 3 better items than you put in it could unbalance the economy. personally i think this idea would work better as a money sink( as poe doesn't have money i guess it could be called an item sink) where you only have a small chance (say 10 or 20%) of walking away with significantly better gear than you put it
It is important too understand that the choices we make are most often not between good and bad but between bad and worse.
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" I can't really comment on the difficulty/reward variance per quality %, that would be entirely up to the devs to plan. However, I do expect fairly epic loot from each encounter with this event. As for exploiting it by sacrificing an awesome item and just suiciding on the boss repeatedly, if they want to do that, why not let them? There aren't any restrictions for that on any other boss (outside of maps), I wouldn't want it any different with this one. Also, this would have the potential to spawn inside maps most likely, atleast how I see it, it would have the potential to spawn anywhere. So people would still get that limited chance fight from time to time, could even have it stack the item quantity % from the maps into the boss drop. They still have to sacrifice an item to start the fight, so they're paying for it in a manner, best to let them finish it even if they have to die 20 times to do it. People would be able to hit some insane rarity/quantity percentages with this, however, to reach those insane amounts, they have to sacrifice an item that has been buffed up considerably, think of it as a slot machine with an insanely high bet limit. People would also have to be careful, to not sacrifice overly-powerful items that would spawn a beast they couldn't kill, insane ES or regen could make things terrifying for someone trying to solo, if they're not strong enough. " I would hope to be guaranteed to obtain good loot from this every time, after all, it's a random event which requires an item to be sacrificed. If you're willing to sacrifice a better item, you'll obtain a better reward. (Or a chance at a better reward, rng can be a harsh mistress.) Main thing to keep in mind is, it would be entirely random, devs can set the encounter chance to whatever they deem fit, to prevent flooding the game with awesome loot. They could easily make it something like a 1% chance to encounter it, anywhere in the game outside of towns, to help ensure that it's something people are always excited to find. Lost in a wonderful world of VGM covers.
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" +1 to this thread and this post Leaves are falling all around, It's time I was on my way.
Thanks to you, I'm much obliged for such a pleasant stay. But now it's time for me to go. The autumn moon lights my way. For now I smell the rain, and with it pain, and it's headed my way. |
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" ok i just want to first clarify that i haven't played this game except one brief day on a open weekend, so please excuse any mistakes i make. Now yes making it very rare to find one in a zone would work but you will have to be careful of the % chance. as i would guess that most the time when people find these they would call for a group as they could then take on a harder monster and get better loot. but if that is the case then the % chance of someone doing this would likely have to be multiplied by the max group size or at least viable group size for whatever monster is summoned. so say any zone you enter has a 1% chance of containing this and the viable group size for the harder monster is 6 and it takes 15 min to complete a zone( group size 6 and 15 min are complete guesses on my part) then you would actually have a 6% chance of getting into one of these groups every 15 min per 100 players. with a few thousand players global chat would likely be swamped by by people looking for more people for these groups and doing one would not be a rare occurrence at all which is not what you are looking for( or at least i get the impression so). so maybe even a 0.1 chance of finding one of these in a zone would be fitting. this should probably also be limited for only finding one in a zone corresponding to your level or else high level players would speed farm low level zones looking for these drastically increasing the percentage chance of finding them which may ruin the whole mechanic for them that you are seeking. lastly one unintended consequence of these is any one who finds one would likely charge other people to join there group demanding a skill gem or item or something to let them have a spot, the price would of course be dependent on how rare it it to find one and how likely it will be to get really good loot from it. now i don't know if this is a good or bad point or even neither but it will likely happen and bares considering It is important too understand that the choices we make are most often not between good and bad but between bad and worse. Last edited by perderabo#5190 on Aug 25, 2012, 12:39:15 AM
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" I don't think this is the case; they're just going to have one or two 6s rare high ilvl armor in their stash (which shouldn't cost more than an alchemy to make + like 1.75 fusings opportunity cost) And if it's not 6 property, they'll either roll it again with chaos or just use it as is depending on the loot difference between 4 property and 6 property Last edited by ZaM#5813 on Aug 25, 2012, 3:46:32 AM
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" I have no comment on the odds of finding it, that isn't really up to us in the end and honestly, I have no desire to try and figure out the odds for things which are already in place, devs will handle that when/if they implement this. I'm confident they'll come up with a reasonable occurance rate, if they choose to use this suggestion. As for people speed farming low level zones, they're still limited to using a decked out item to summon the beast, which will take time and/or high level zones to acquire. I doubt many people would make public runs for it, if they're sacrificing a good item then they'll want the reward and most likely, only invite people they trust unless they just plain can't handle the beast. I really can't think of any major exploits with this, or even any possible exploits, though I'm sure there are some. " People might save items for it, infact they most likely will, I know I would, only I'd be trying to get a 6L unique decked out with awesome gems, for the sheer randomness of reward & awesome boss fight. Although many people would just grab one of the rares they keep in their stash, one that they can't bring themselves to vendor because it's a good item but, they're having trouble selling it to a player. Instead, it offers them a chance to trade it in for something more useful, in a fun, exciting & interactive manner. However, overall item quality is alot more than a few mods and sockets on an item. With the skill gem addition, it would use; 1: Item level 2: Item quality 3: Item rarity 4: Item sockets 5: Socket links 6: Gems in sockets 7: Gem level 8: Gem quality 9: Hopefully, gem color It would also be interesting if the type of item sacrificed, had an impact on the boss that spawns, like a wand or bow giving ranged attacks and whatnot. That'd make it even more complicated though, so I don't have any plans on updating the first post with that addition at this time. They could even go so far as to use the mod rolls on the item to determine strength/reward, perfect rolls add more score to the boss/loot, again though, that'd make it even more complicated, I don't know how in-depth the devs would consider going with this. ------------------------------ Thanks again for the support everyone, all comments are appreciated. I should also note, it isn't really my intention with this, to add something people could just farm over and over. Rather, I'd like it to be something people look forward to finding, while they're farming maps for items or playing through the game, as a fairly rare occurance. Think of how happy people are when they find a gcp or exalted, or a high quality useful gem, I'd love it to be something like that. People wouldn't be able to specifically farm it, in an efficient manner anyways, running low level maps would be a waste because overall, they'd have a higher profit gain from running higher level areas. HOWEVER! (This got kinda lengthy, sorry. :P) If the devs do choose to add this, it opens the door for a whole set of shrine additions with different functions, making the occurance of a random event more common but keeping the rewards balanced with rarity. Some other examples would be; 1: Approach a shrine and beat the boss, for the remainder of that map you have increased XXXXXX stat/skill. 2: By making a prayer at this shrine, players can gain increased speeds, moving, casting & attacking faster for the duration of that map. 3: Entering this disease ridden temple torments the soul of the character, reducing XXXXXX stat/skill for the duration of the map. Etc. etc. They could even make all shrines look alike, so it'd be a surprise. Also, this would open the door to bring ancient beings/gods into the game, who's responsible for everything happening anyways? :p Easy entry into the game at any point too, with a simple; "After a terrible quake, ancient ruins have been spotted all around the island, some claim great wealth is hidden inside. Others have returned maimed, tortured, screaming of terrifying evil and gigantic beasts!" Or something like that, anyways. There is quite a bit that can come from a single suggestion, I know if the devs started asking for shrine suggestions, players would amaze them. I'm sure this will spark ideas for other people as well, it'l be interesting to see how things progress. :) Lost in a wonderful world of VGM covers.
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Or this shine could simply work like the ones in Diablo - giving short duration buffs. And the item you put in the shire could be limited to only skill gems. Depending on the skill gem combination (two blues one red, one green two reds. etc.) you get different buffs and varied duration - like attack speed, increased rarity/quality, increased defense/resistances and so on. In essence this will provide a bit more diversity in the game play and a new sink for the unwanted skill gems. And it can not be exploited ;) In any case a complex recipes based shrine system would be amazing :)
Last edited by arctic7#5809 on Aug 28, 2012, 6:26:19 PM
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Bump for glory!
Lost in a wonderful world of VGM covers.
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I can't really think of anything else to add to this thread at this time, so for now, I offer this small bit of wisdom.
Tacos rule. Bump. :x Lost in a wonderful world of VGM covers.
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