Feedback: RNG rerolling is not crafting, discuss

"
Veruski a écrit :
"
SL4Y3R a écrit :
There's this thing called power creep.


yup

want to see what power creep looks like?



that ain't no rare or crafted item bro

the entire orb system is based on crafting

if you think crafting should be shit Slayer, then basically you are saying orbs should be shit

i disagree. orbs should not be shit, they should be good.


Did I say crafting should be shit? Nope. So please, don't put words in my mouth. And I'm not too sure what that item has to do with power creep. Outside of snapshotting, which will be fixed, that item isn't the end all.

If players can make the best items reliably, that's bad for the game. See what happened with eternals? That's peanuts compared to what could happen.
crafting is irrelevant when there is a more important unique to be wearing in most slots.

this is why inflation is so fucking bad lol

nobody uses orbs to craft rares much. just hope something drops for somebody and buy it off xyz. done.

the only time it's done is when some super rich person finally decides that 600 exalts is worth a try at a mirror item and a whole bunch of shit gets sunk out of the economy or some such

orbs that have kept value on ambush are like, fusings, chromes, and alts. chaos are trash. even exalts to an extent are trash, as evidenced by how many you need to get to acquire one good (generally unique) item.

there are two opposite extremes of how useful "crafting" and the orbs can be.

Crafting is Utter Shit..x............................................Crafting is GG

poe is the x.

to say you enjoy "crafting" in PoE is like saying you enjoy smashing your head against a concrete wall. all you do is amass a fuckload of Orb Mass and hope that your overwhelming Mass can overcome the odds. kind of like hoping that your skull is thick enough to smash through the concrete.

you can say what you will about eternals, and end game things being too easy to get, yadda. it doesn't change the reality of the situation and economic evidence.
Do you know why exalts aren't used? Because it cheaper to buy the item. There is a large amount of people playing and farming every day. This makes it so that it's cheaper to buy.

In CB, exalts were used on rares. Without eternals too. Want to know why? Less players meant less gear to buy. I made every single item I wore besides jewelry and weapon. All of them near best in the server.

I did it because there was no upgrade I could buy. You say orbs are trash. This is true only because of the plethora of cheap upgrades one can get through trading.

If the player is allowed to make tier 1 items easily. And I'm even talking about 2 ex. Per slot or whatever, power creep moves forward dramatically.
"
RagnarokChu a écrit :
They are still crafting, if your 100% chance to make XYZ has a 50% to "fail" and you lose your mats you still tried crafting even if it produced nothing.
Good try, but no (c)
In the aforemented case at least I know what I tried to do! Yes, I could try to raise some value(s) of some mod(s), for example. Yes, i know that I may end up lowering them. That's m'kay.
But in PoE when I use, for example, chaos orbs I don't know at all what will become of the item. You can say that exalts are little less undetermined because they guarantee +1mod, but there is no way to predict what mod will it be, so exalts are a gamble nevertheless.
I'll repeat it in slightly other words:
there is crafting - it could have a chance of failure, but you know exactly what are you doing and what could happen if you fail.
and there is gambling, where you are completely at the mercy of RNG.

Btw, it was stated above that crafting is no different from looting in PoE. There is some point in it. Consider we got ourselves some nice weapon and we want to upgrade it - add some mods, for example.
What do we do in PoE? Kill monsters, get exalts and apply them hoping that particular mod will spawn. The probability of this... well, I'd say it is not much more that probability of them monsters dropping exactly the same item as we want our current item to be. So the difference between looting and crafting is vague here.
What do we do in <put here some other game>? Yes, we kill monsters too, yes, we get some crafting (and I mean crafting) material too, but then we apply it to our weapon and get what we want. Maybe not exactly, the mod may be weak, for example (but again it could be reliably enhanced with other recipe) but at least it will be the mod we want, not some random +2Life crap. And the key point - the time to get this materials is no way near the time in which we could get the item we want by drops.

TL;DR with current orb drop rates "crafting"="gambling"="looting"; more recipes (non- or slight-RNG) could be a solution to this.
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
"
rrtson a écrit :
Path of Slot Machine

Even a monkey can "craft".


Threads I've made regarding crafting:
1) [Discussion] Do we need more-focused crafting in PoE?
2) ♦ ♠ ♥ ♣ Proposal for a new crafting system (6L used as example)


when you say a thing like 'even a monkey can craft' that implies that a monkey cant craft in other similar games. but it can, by golly it can !

theres nothing special or unique about a system where you need guaranteed X resource to get great endgame items. craft system where you trade resources for a guaranteed item is basically a glorified vendor purchase/trade. inherently theres zero difference between spending your resources to get an item from vendor (recipe/craft/purchase) or another person (trade)

its either guaranteed x resource for y item or RNG.

to date, PoE has tried two guaranteed endgame pseudo-nonRNG systems.

eternal orb crafting and atziri fight through midnight pieces

both have failed spectacularly, imo
Dernière édition par grepman#2451, le 7 mai 2014 à 23:12:41
"
silumit a écrit :
"
RagnarokChu a écrit :
They are still crafting, if your 100% chance to make XYZ has a 50% to "fail" and you lose your mats you still tried crafting even if it produced nothing.
Good try, but no (c)
In the aforemented case at least I know what I tried to do! Yes, I could try to raise some value(s) of some mod(s), for example. Yes, i know that I may end up lowering them. That's m'kay.
But in PoE when I use, for example, chaos orbs I don't know at all what will become of the item. You can say that exalts are little less undetermined because they guarantee +1mod, but there is no way to predict what mod will it be, so exalts are a gamble nevertheless.
I'll repeat it in slightly other words:
there is crafting - it could have a chance of failure, but you know exactly what are you doing and what could happen if you fail.
and there is gambling, where you are completely at the mercy of RNG.

Btw, it was stated above that crafting is no different from looting in PoE. There is some point in it. Consider we got ourselves some nice weapon and we want to upgrade it - add some mods, for example.
What do we do in PoE? Kill monsters, get exalts and apply them hoping that particular mod will spawn. The probability of this... well, I'd say it is not much more that probability of them monsters dropping exactly the same item as we want our current item to be. So the difference between looting and crafting is vague here.
What do we do in <put here some other game>? Yes, we kill monsters too, yes, we get some crafting (and I mean crafting) material too, but then we apply it to our weapon and get what we want. Maybe not exactly, the mod may be weak, for example (but again it could be reliably enhanced with other recipe) but at least it will be the mod we want, not some random +2Life crap. And the key point - the time to get this materials is no way near the time in which we could get the item we want by drops.

TL;DR with current orb drop rates "crafting"="gambling"="looting"; more recipes (non- or slight-RNG) could be a solution to this.

edit: but that will not happen, and this is sad.
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
also, you have to realize that GGG wont make bound on account items besides race rewards

this (no BOA) means effectively that any craft recipe of endgame item will have to be super delicately balanced

the craft is only worth its materials, so obviously theres ZERO reason to craft it yourself when someone can just sell it to you.

so if you make the item worth more in effort than it is valued at = no one will craft it
if you make a great item and less effort to get it than to trade, economy and market will even it out- at the end of the day it will only be slightly cheaper to make it yourself. since most people value time over a couple of exalts, the situation would be exactly the same as it is today- there will be crafters and there will be buyers.

here, an example to make it understood more

hellfire ring in d3. you had to get keys, fight ubers and then craft it. ironically enough it was still rng at the end, but you had to spend resources and time

if it wasnt BOA, people wouldnt do all that crap (ubers, keymasters). theyd just buy the ring they need on AH

or atziris uber uniques in PoE. the gloves are going for like 500 ex, but for someone whos filthy rich, spending 500ex is easier than gearing a character for atziri, beating her multiple times for fragments then beating uber atziri.

the culprit here, simply, is that every item can be bought and sold. its the economy that makes crafting extremely tough to balance and implement.

now I barely if ever play real MMOs, so I might be wrong, but from what Ive seen, crafting in them is fairly generic and uniform, and lots of mmos bound the crafted items to account as well.
"
silumit a écrit :
"
RagnarokChu a écrit :
They are still crafting, if your 100% chance to make XYZ has a 50% to "fail" and you lose your mats you still tried crafting even if it produced nothing.
Good try, but no (c)
In the aforemented case at least I know what I tried to do! Yes, I could try to raise some value(s) of some mod(s), for example. Yes, i know that I may end up lowering them. That's m'kay.
But in PoE when I use, for example, chaos orbs I don't know at all what will become of the item. You can say that exalts are little less undetermined because they guarantee +1mod, but there is no way to predict what mod will it be, so exalts are a gamble nevertheless.
I'll repeat it in slightly other words:
there is crafting - it could have a chance of failure, but you know exactly what are you doing and what could happen if you fail.
and there is gambling, where you are completely at the mercy of RNG.

Btw, it was stated above that crafting is no different from looting in PoE. There is some point in it. Consider we got ourselves some nice weapon and we want to upgrade it - add some mods, for example.
What do we do in PoE? Kill monsters, get exalts and apply them hoping that particular mod will spawn. The probability of this... well, I'd say it is not much more that probability of them monsters dropping exactly the same item as we want our current item to be. So the difference between looting and crafting is vague here.
What do we do in <put here some other game>? Yes, we kill monsters too, yes, we get some crafting (and I mean crafting) material too, but then we apply it to our weapon and get what we want. Maybe not exactly, the mod may be weak, for example (but again it could be reliably enhanced with other recipe) but at least it will be the mod we want, not some random +2Life crap. And the key point - the time to get this materials is no way near the time in which we could get the item we want by drops.

TL;DR with current orb drop rates "crafting"="gambling"="looting"; more recipes (non- or slight-RNG) could be a solution to this.

Do people on the PoE cut out the rest of the my posts that explains exactly what they are explaining back at me and that I also said more recipes and different levels of crafting with less RNG is okay. Defining current crafting as xyz is a pointless endeavor is pointless.

Also you don't "fail" crafting in PoE, there is no item that "fails". It always produces an result, which is different from failure of not getting what you want.
Dernière édition par RagnarokChu#4426, le 8 mai 2014 à 02:23:15
"
SL4Y3R a écrit :
In CB, exalts were used on rares. Without eternals too. Want to know why? Less players meant less gear to buy. I made every single item I wore besides jewelry and weapon. All of them near best in the server.

I did it because there was no upgrade I could buy. You say orbs are trash. This is true only because of the plethora of cheap upgrades one can get through trading.
The only thing preventing me from giving this my complete support is that it implies that exalts are not currently used on rares at all; they still are, just under much (much) less frequent circumstances, for precisely the reason given. Still, there is an extreme amount of truth in what Slayer is saying here: the core principle is that the more difficult it is to trade for an upgrade, the more the player is encouraged to gamble.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Dernière édition par ScrotieMcB#2697, le 8 mai 2014 à 02:31:33
"
SL4Y3R a écrit :
In CB, exalts were used on rares. Without eternals too. Want to know why? Less players meant less gear to buy.


And exalts were more common.
And we had less shit mods in the pool.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►

Signaler

Compte à signaler :

Type de signalement

Infos supplémentaires