Chaos recipe nerf only fixed a symptom
"There are items and mods with ilevel 75-77 requirement. The only places to get them is from the level 75 maps and some only from the elite/boss of said maps. So uh, no. "Good" base items only come from a relatively small subset of maps. According to the wiki, that's 7 out of 57 maps. roughly 1/8. After that, you are back to farming with 5 dummies for fusing, cause it's the most challenging aspect of the game, just like how GGG has envisioned. Please pardon my bad english Dernière édition par rephikul#3337, le 11 mars 2013 à 22:45:21
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" Thanks for the clarification, I didn't know about the 75-77 requirement for certain good mods. Need to go educate myself. placeholder for creative sig
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Personally I think its GCPs screwing the economy up. I mean, GCPs are too valuable (are drop too rarely) for what they do. Not many people use them, and they accumulate.
To encourage people using GCPs. I think that each GCP should give 4% quality, and that quality gems should NOT drop from mobs. Guild #YoloSwag <SWAG>
HSC: SwaglordYolomancerII Time zone: GMT +8 (Hong Kong) |
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" .signed Erenor / Kaenro / Xharos / Darksidious / Apoorman / Tarparina
To see whether I'm currently online: poestatistics.com/users/erenor |
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/players X would kill build diversity due to how few builds would be both reasonably survivable and able to kill 4x life monsters in endgame areas.
I think having a flat item drop rate for all party sizes, at about 2.5 to 3 times what a solo player sees now, plus endgame areas having an increased currency drop rate is a better solution. Maps and a handful of 64+ areas in the main campaign that all drop 50% to 100% more currency would go a long way toward making players want to actually play hard content instead of grinding easy areas, increase the likelyhood of players using orbs to craft instead of hoarding them to trade, enable more reasonable chaining of maps, reduce white item spam in large groups and render multiboxing obsolete. IGN: KoTao
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"Making the item quantity flat for all party sizes will force party-lovers to choose between ideal farming rate (solo) and fun (party). I think you underestimate the importance of having the gear expectation, after dividing it amongst the group, be about the same regardless of how many people you're playing with. 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.
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Cant believe youve written this huge essay about shitty solo drop rates and never considered playing with ACTUAL people. [/quote]
Cant believe you havent understood the problem at all and wrote that shit down. What makes you think im not playing with people? What makes you think that all of us aren´t dummy farming separately, and then put together those currencies for maximum efficiency? 6 people farming in a party, have much less loot than 6 people all dummy farming separately with 36 accounts. If we are out of currency to roll high level maps with, we all farm separately with dummy accounts. Instead of getting 350% loot, we get 6 times 350% loot in the same amount of time. I probably just blew your mind with that concept, but hey thats how it goes. Neither farming in a party, nor farming solo yields good results. The only good way to farm currency outside of maps in an efficient manner, is to solo it with 5 alt accounts. This concept sucks, but the terrible currency drop rate and the huge usage of currency on high level maps makes this a necessity. I want a fix to the actual problem, not a bandaid fix that only fixes one of many symptoms that actually does more harm than good to the game (lower lvl players cant use the recipe anymore, while i still use the recipe while utilizing 5 alt accounts). GGG rushed the patch because people complained too much and jumped on the "remove chaos recipe" bandwagon, when in actuality, the chaos recipe was never the problem. I already said this before the patch, and since i am still alt account farming, i was correct on that evaluation. Unfortunately GGG did listen to noobs and patched in bullshit. What you gotta realize here, is that i am on your side. I am openly admitting that i am utilizing the alt account farming method (i dont have to do that, i could keep it a secret and you would never know about this), because it yields the best results, but i am also saying that the chaos recipe was not the problem and that the patch did not change a thing. The actual problem needs a fix, not a symptom (and the fix was a terrible fix anyways). The chaos recipe needs to be put back into the game, and then something needs to be done about the loot system in general, and the amount of currency that you need to use on high level maps. For now, the only real fix that comes to my mind is a /players x option. If you put it on /players 6, then the amount of party members doesnt matter at all, the loot is always at 350% of its original value. That way we have an ingame option to increase the amount of loot (and the amount of health enemies have) instead of having to log in alternate account, which is a bullshit concept. The downside is, that additional players dont increase loot anymore (if you already have the option on /players 6), but the upside is, that you kill stuff faster to get the same amount of loot (since the health doesnt scale up any further for additional players, since the option is already on 6). I dont like the concept of /players x, but it seems to be the only reasonable fix to the problem. [/quote] I going to repost what I've said before. I feel it would be a decent way to fix the multi client issue without screwing over the majority of the player base. I posted this in the leave a question thread Chris created. The way to combat multi clienting is as follows: Step 1 Add a +15%IIR bonus per player in a party along with the +50%IIQ bonus there is currently in game. This would bring the full IIQ/IIR bonus for a full group to +250%IIQ and +75%IIR. Step 2 Then disable all IIQ/IIR bonuses from equipment when in a group. Step 3 increase the level range before the currency penalty of -2.5% kicks in from a 2 level range to a 10 level range. Step 4 increase the penalty from -2.5%IIQ per level outside the level of the zone to a -10%IIQ. Step 5 also add to the over level penalty a -20%IIR penalty per level. This would bring drop rates more in line of party to solo. More items would drop in a group with a lower chance at rares/uniques per item. Compared to less items dropping for the soloer with a higher chance at a rare/unique since there are less items dropping. It would also make it completely pointless for players 30+ levels higher then normal/cruel bosses to farm them for items for the chaos recipe. This would also allow players in both default and hardcore that have to farm one or two acts below their level range for either safety or gear to still have a good chance at much needed currency to drop to use on either crafting or buying gear upgrades so they can actually progress. It would also allow players that enjoy grouping to not have to worry about getting IIQ/IIR on their equipment and to focus on other stats. It would also allow the devs to be more brutal in tweeking mobs towards group play. Anyways that my 11 cents worth on the subject. Luke: Sorry we have to leave you here, but it just ain't right to eat your wife's and daughter's brains. Plus you're really disgusting and I don't want to spend anymore time with you.
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" Party-lovers already have to make that choice. Solo with 5 alts (350% loot per player) or 6 player party (about 60% loot per player). The difference with my solution is that the multiboxing part is removed from the picture, and both soloers and groupers are on even footing with regard to map-chaining, as any given map would now drop the same amount of currency no matter the player count. IGN: KoTao
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" Are you comparing a 250-350(average) to 350-550(average). I mean come on. |
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Kaom's Primacy isn't a high end weapon, either.
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