Divination Cards feedback is stupid........
Kind of odd he would make a video about that now. Those points have been discussed over and over again exhaustively for months.
Edit: Kind of a useless post so I'll spruce it up with the only viable solution to div cards. For div cards to have been viable relative to the player each div card would have to had to meet two criteria: ~ 1. Bound to player (both cards and resulting item). ~ 2. The resulting item could only be attainable through and must be unique to that div card. Why? The simple math problem that arises when a div card is introduced but GGG don't want to change the item rarity too much, maybe a 10-15% reduction in rarity was acceptable to GGG, relative to both the economy and the individual player. Meaning even if you bound the cards and their results to the player if that resulting item is something that can be found on the market and it's easier to get that item from div cards then the open market you are still changing the rarity level for that item. So the best solution is to make that item not compete with items on the market by making it unique to that div card. Obviously this wouldn't have worked from a business perspective for GGG though. Asking players to be knowledgeable enough to not only create a div card but the item exclusive to it wouldn't work for a variety of reasons. Which is why as an idea div cards were DoA from a 'does this benefit the game' perspective. Edit2: I'm not saying this is a good solution either just that to feel reasonably farmable the div cards would have to exist in a way parallel to the economy driven reward paradigm and the only way to achieve that is those to criteria I mentioned. Последняя редакция: GeorgAnatoly#4189. Время: 14 авг. 2016 г., 13:35:31
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Contrary to the opinion of many posters here: Some cards are farmable. Like "The Lover" or "Humility". "Ghostbusting" supposedly gives very good drop rates for cards. IMO this should be nerfed if true. Aside from that from a SSF POV: Many Divination cards are misbalanced. Optimally there should be a wildcard system to make it possible to complete sets of wanted cards while getting rid of unwanted cards and also unwanted completed sets. I usually dont need 10 sets of "Thundering Skies" and "The Kings Blade". OTOH "The Floras Gift" is at least somewhat useful (7 jewellers).
" I dont see anything "FALSE" here. It would make farming and feeback for the player more reliable == more deterministic == less random. Whether thats good or bad is a matter of opinion. Personally I dislike not knowing the rules (drop rates) because it means my decisions have no impact on the outcome. Which translates to the game not being strategic. Increasing the stack sizes would help with that. Making the drop rates visible in some way would be better of course. " Whether thats true or not: I find the outcome pretty questionable for many cards. If they are not very valuable and very rare then what is the point of the card even existing? IMO most cards should have a droprate that makes running their areas preferable if you want the item which the card gives. Currently this is just not true even for SSF: For some cards dried lake farming is faster for getting the items which divination cards give than running the areas in which the cards drop. Its just a pointless complication of the item drop system then. No wonder it's lost, it's in the middle of the jungle!
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Can you people understand already Div cards is fully optional ,if you dont like drop rate just not farm them. If dont like reward for full set cards dont farm them, is that to heavy to understand??? This tread is absolutely pointless.
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" Ok. Now I understand: Can you people understand already that PoE is fully optional ,if you dont like PoE just not play it. If dont like reward for completing challenges dont play PoE, is that to heavy to understand??? All threads in this forum are absolutely pointless. Sorry for adding a pointless post. No wonder it's lost, it's in the middle of the jungle!
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