How to change Jeweler and fusing orbs

How I feel jewelers and fusing could work:

Jeweler Orb:
This technique can be used for both currencies in a similar way. First, I'll explain it by detailing jewelers. Each transition between number of sockets has an implicit value. Example numbers:

from 1 to 2 sockets: 10
from 2 to 3 sockets: 100
from 3 to 4 sockets: 200
from 4 to 5 sockets: 1000
from 5 to 6 sockets: 5000

I have this item with 1 socket and currently a value of 0. When I use a jeweler orb it can add value anywhere between 1 and 10000. Obviously this is extremely weighted towards the lower numbers, balanced according to how GGG wants it to be. As a crafter I am adding quality to my item, but how much quality is RNG. There should be a way for players to visually see the current value of an item, and when using currency what their gains are. You can even visually show "1/4" and a progression bar in the current bracket if the itemlevel limits the item to only 4 sockets.

As soon as you hit the next threshold an extra socket is added and ready to be used. Using jewelers does nothing in regards to fusing. Items can never go down in sockets and existing links can stay.

Fusing Orbs:
Example numbers:
from 0 to 1 link: 10
from 1 to 2 link: 50
from 2 to 3 link: 100
from 3 to 4 link: 200
from 4 to 5 link: 4000
from 5 to 6 link:10000

I have this item with 6 sockets an no links with a current value of 0. When I use a fusing orb it can add value anywhere between 1 and 10000. Obviously this is extremely weighted towards the lower numbers, balanced according to how GGG wants it to be.

As soon as you hit the next threshold an extra link is added and ready to be used. It is random what link is added. This way it is not a fixed 1 -> 2 -> 3 -> 4 -> 5 -> 6 link progression on a 6 socket item. You can still end up with two 3 links on a 6 socket item before finally getting it to 6 link.

Conclusion:
This system can still result in the desired need to use 2000+ fusing for a 6 link or be extremely lucky and get it within 20. You can however, weight it in a way that 4 sockets and links are common, yet still require a decent currency sink. I have tons of upgrades I cannot use simply because I cannot afford to lose my 4 links which is extremely demotivating. People will never feel frustrated about downgrading their gear, they will feel a sense of accomplishment when working on improving an item. They can still get lucky or feel forced to spend tons of currency. Yet you remove pretty much all the frustration currently experienced!

Please GGG, RNG is an important aspect of these type of games. Frustration however is not.
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+1 This is quite a good idea
Ign: BestWitchInTown or ChaosInnoculationWitch
...or get a second item instead the one you're wearing...
there, fixed it for you.
IGN: Gahrlaag
Wiki - http://en.pathofexilewiki.com/wiki/Path_of_Exile_Wiki

Move de sync from de bathroom to de kitchen for better flow!
crisis solved.
"
raz0r_boy a écrit :
...or get a second item instead the one you're wearing...
there, fixed it for you.

I am not even talking about trying to upgrade your currently equiped items. My 56 melee has upgrades waiting at lvl 58 and 59. Yet the chest, boots and helm I have waiting are either 2 or 3 links. Right now I cannot use them because this would result in a broken character (heavy strike, cyclone, leap slam all no longer utilizing current support gems). Do I have the currency to 'just' go at it and randomly try to 4 link said items? No way... Not everybody has 300+% IIQ/IIR farm characters to gather 200++ fusings in a weekend ya know. I tried it before and it is not funny to blow an entire supply of fusings just to use a temporary upgrade.

Right now the process to work with jewelers and fusings is way too random to be even considered fun. My idea is to make crafting a lot more fun WITHOUT losing the extreme rarity of a 6 link. Trying to improve new items or current items is irrelevant.
I don't care how fusings and sockets should work. Idea of using active skills together with total RNG was a terrible one in the first place. Remove active skills and supports from Item hunt and crafting and replace them with runes/charms. Then use whatever RNG you want.

Active skills and supports are a good idea, but not this way. They need a seperate Socket tree that is dependent somewhat on passives tree and other character stats but is not purely RNG like now.

This would remove all these stupid topics about 5l, 6l and color bias. I don't see people complaining about how hard it is to craft item mods.

Dernière édition par Torin#1843, le 20 mars 2013 à 07:53:23
I dont care how many fusings it takes, as long as you dont lose links, that is the biggest demotivator to me.

Tried dumping over 50 fusings into this



Just to get no links several times and not even a 4 link once.

One of the many reasons I'm taking a break for awhile
R.I.P. my beloved P.o.E.
"
ampdecay a écrit :
Just to get no links several times and not even a 4 link once.

you should try to get more sockets on it first so chances of 4 linked ones are higher.
and: for linking and rolling sockets you just have to wait for your lucky day then keep spending orbs :)

"
ampdecay a écrit :
One of the many reasons I'm taking a break for awhile

cya around later on.
age and treachery will triumph over youth and skill!
"
geradon a écrit :
"
ampdecay a écrit :
Just to get no links several times and not even a 4 link once.

you should try to get more sockets on it first so chances of 4 linked ones are higher.

Not all items can have 5 or 6 sockets. Why does it have to be so random and difficult to acquire 4 links?
"
Torin a écrit :
I don't care how fusings and sockets should work. Idea of using active skills together with total RNG was a terrible one in the first place. Remove active skills and supports from Item hunt and crafting and replace them with runes/charms. Then use whatever RNG you want.

Active skills and supports are a good idea, but not this way. They need a seperate Socket tree that is dependent somewhat on passives tree and other character stats but is not purely RNG like now.

This would remove all these stupid topics about 5l, 6l and color bias. I don't see people complaining about how hard it is to craft item mods.

I can understand your point of view, but you are opting for a completely different game basically. There are plenty of games out there with a separation between gear and skills (well, probably all of them), so why is it so wrong that this game wants to combine that? The core concept is good and actually a lot of fun for most. Yet some of the extreme RNG aspects, especially those with constant setbacks, are not that great.

Color offsets like building a spellcaster with armor gear, should be reserved for more experienced players with bigger stashes. Same could be said for builds that require 5-6 links to even function. But everybody, including people with limited playtime and currency, should be allowed to enjoy this game to it's fullest. And what is more enjoyable then actually using newly found rares? Right now many people often can't due to losing that 3 or 4 link without a reasonable and predictable amount of currency to correct that.
"
Ferumbras a écrit :
How I feel jewelers and fusing could work:

no they couldn't work as by constant grinding you could get your perfect gear guaranteed.

that's not intended game behaviour when there is no item reset planned after a certain time frame. guaranteed upgrades are restricted to gemcutter prisms, armourer's scraps and whetstone only to keep the game attractive for the guy playing 10 hours a week as well to the guy playing 10 hours a day.

i would even suggest making gcps added gem quality random inbetween a 3-5% range per roll. but the devs probably thought some orb is needed as a kind of stable currency. i don't think it's neccessary.
age and treachery will triumph over youth and skill!

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