How many divination cards are actually helping gameplay and how many are just trolls?

So apparently, "doesn't give me something valuable" = "troll"? So does this logic extend to say that map drops are "trolling" because you get stuff not even worth vendoring?

Most people don't even bother to pick up scrolls off of the ground, so why would you then pick up "The Scholar?" You have absolutely zero right to complain when you do such self-contradictory things. Just, y'know, leave the cards on the ground if they're not worth picking up?

Too much of all this whining comes from a "me me me me me!" attitude, and people insisting that content OWES them exalt-class drops all the time.

OVERALL, I like the idea of the cards. While everyone's selfish attitudes have focused on merely seeing how they can use them to "farm" and "get rich," (hint: if you hadn't gotten rich already, you're still not going to) when I see an important thing they DO add to the game:

They help improve the granularity and consistency of drops. Previously, if you wanted a high-end unique, you had to KEEP grinding, as odds for it in particular were abysmally low. Your next drop could be it, or you could keep going for another 1,000 map runs without it.

By breaking it down into an option that requires multiple drops in a row, this allows for measurable progress. While I could see some better balance-tuning to help this, it has the potential to bring a LOT more fun to drops. I'm actually NOT much of a fan of a lot of these "guaranteed uniques" as I am of those that offer random-chance results; "Jack in the Box" is a brilliant idea. Similarly, "The Lover" and "The Warden" are actually rather great: measurable, consistent progress for finding rares.

As far as the results of the cards not being valuable enough to your liking: do you complain every time a barrel drops a plain white item instead of an exalt?
Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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ACGIFT написал:
So apparently, "doesn't give me something valuable" = "troll"? So does this logic extend to say that map drops are "trolling" because you get stuff not even worth vendoring?

Most people don't even bother to pick up scrolls off of the ground, so why would you then pick up "The Scholar?" You have absolutely zero right to complain when you do such self-contradictory things. Just, y'know, leave the cards on the ground if they're not worth picking up?

Too much of all this whining comes from a "me me me me me!" attitude, and people insisting that content OWES them exalt-class drops all the time.

OVERALL, I like the idea of the cards. While everyone's selfish attitudes have focused on merely seeing how they can use them to "farm" and "get rich," (hint: if you hadn't gotten rich already, you're still not going to) when I see an important thing they DO add to the game:

They help improve the granularity and consistency of drops. Previously, if you wanted a high-end unique, you had to KEEP grinding, as odds for it in particular were abysmally low. Your next drop could be it, or you could keep going for another 1,000 map runs without it.

By breaking it down into an option that requires multiple drops in a row, this allows for measurable progress. While I could see some better balance-tuning to help this, it has the potential to bring a LOT more fun to drops. I'm actually NOT much of a fan of a lot of these "guaranteed uniques" as I am of those that offer random-chance results; "Jack in the Box" is a brilliant idea. Similarly, "The Lover" and "The Warden" are actually rather great: measurable, consistent progress for finding rares.

As far as the results of the cards not being valuable enough to your liking: do you complain every time a barrel drops a plain white item instead of an exalt?


If you would have read the post, instead of jumping to hte easy conclusion that everyone complains about not getting loot, you would understand that this is a thread about the design of the cards.

Heck, the word "gameplay" is even in the title of the thread... it is actually beyond me how you people mistake every post of concern for a "I want loot" whine...

To translate: Troll means doesnt add anything that wasnt there already.

Steady progress towards something completely random or more currency is utterly pointless as the game is already about that. You farm so you progress steadily towards more random drops and more currency which generates more random items. With these types of cards, you just RNG while you RNG: which begs the question of why such a feature is needed... it's totally pointless. Flavourful maybe, but pointless from the perspective of gameplay.
Последняя редакция: Kranyum#1598. Время: 20 июл. 2015 г., 20:04:22
I just think some of them require too many for how frequently they drop when compared to the actual drop rate of that item. I've gotten almost three times as many orb of fusings as I would if I ever manage to finish my set.

I get the frustration with the Jack in the Box nerf as well, since it's a random unique, followed the tiered unique system, and you aren't hunting for a specific item anymore. If it follows the same criteria as unique from a strongbox, unique jewels are now apart of that item pool, and most of those are just useless in my opinion.

I like that some are rare as shit, a 6-link astral plate? Should be hard to get, and the amount required seems fair.

Some of them though, like 8 cards for 1 chaos orb? Come on... I don't even get why there is two different cards for the chaos orbs...

7 for a rare two stone ring? Also kind of shitty, I get several of those every 10 minutes...
6 for a prismatic ring? Solved by how many two stones I get to craft my own.

And if I were to complain about Jack in the Box? I get more uniques than I do the cards, and the cards only give me 1 unique, for 4 cards. I just feel like they don't reflect the drop rate of what they are giving is all.

They could also bypass people farming for them in cruel/normal by just every difficulty unlocked by your character, lowers the chance of obtaining them in the previous difficulty by 10% each, so normal would have a 20% total lower chance of them dropping compared to merciless when you're a high level. Would make you probably farm higher difficulties.

As it stands now, some of them that I want to farm, are hindered by my level, and they are already rare.


So, to be constructive, and not just bitch and moan about wanting more shit... I would change up the numbers on some of the Div cards to better reflect the item they are giving. I would also eliminate the drop rate loss from level, and attempt to implement some form of by-the-difficulty penalty instead.

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Kranyum написал:
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SL4Y3R написал:


So out of those:

- Random unique item: pretty much a troll (why not just drop a unique instead - which will still be a random drop...)
- 6L armor: useful
- 5x Currency: Troll
- Tabula Rasa: useful
- GCP: Troll
- Corrupted Amulet: Troll (see 1)
- Minion Gem: useful
- Div Card: troll
- Life Armor: useful, I guess
- Corrupted Amulet again: troll
- Rare jewelry: troll

so 3/11 items are useful-ish, rest is just a bunch of random trolls.
Pretty much the ratio I had in mind...


Why is rare jewelry troll mm. That's one of my favorites
Honestly.. while i really like some of the cards..

Most of them are subtracting value from the game. That 1/8 chaos orb being pretty much the greatest of them.

Rare jewelry is a troll because you find those everywhere anyway, collecting a whole deck for some random common item makes no sense.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
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Crackmonster написал:
Honestly.. while i really like some of the cards..

Most of them are subtracting value from the game. That 1/8 chaos orb being pretty much the greatest of them.

Rare jewelry is a troll because you find those everywhere anyway, collecting a whole deck for some random common item makes no sense.


Its 2 cards. And it's ilvl 79. I haven't been to lvl 77 maps yet in new league, only 76.
Okay, fair enough. That makes sense.

It's still a lot of them that are troll. Lets look for example at the ones with tiny drop chances from the higher maps. Pretty much no ones ever gonna self-find all of those, so what will happen is that they will just be traded or take up stash space if you should be so lucky as to find one. Then what was the point? I'd rather just stick to full uniques dropping in endgame maps. You can't target farm them because the maps you get are random anyway, it just turns into a boost to average drops from running high maps.

I'd rather have it so that the cards can be targeted in a way that means you can work towards it. Even if you have to do 1000 piety runs on average for a headhunter, i'd take that over the current form.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Последняя редакция: Crackmonster#7709. Время: 20 июл. 2015 г., 23:22:20
They were created so the devs can tell the players "they added something brand new to the game", when in reality they added absolutely nothing new. It's the equivalent of adding "new monsters" to the game when they're all recycled models/skins just with re-rolled stats.
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Kranyum написал:
So divination cards were supposed to help players *farm* specific items instead of trading for them right? And by items I suppose the point here is useful items such as key uniques or maybe 6L items.


I feel the need to point out that your entire premise is based on an assumption.

The community made the assumption that divi cards where aimed at SF.

They are solely aimed at targeted farming, nowhere did GGG state they where supposed to be for SF players. That would be foolish since there entire game system isn't based on SF, so introducing a feature targeted at that would not greatly improve the game, since it would only add value for a select sub-group of people.

There also needs to be a distinction between GGG developed divi cards and community made cards, where the later are mostly fail cards since one cannot assume a community member to have a grasp on balance or how to design a game feature(they are after all, normal players and not game designers by nature)

Now do divi cards perform there targeted aim? Targeted farming that is.

In my opinion they do. Within the current game system one can greatly increase his odds at a certain goal if a divi card is available for achieving that goal.

Do they help SF players? Again, the answer is yes, they are not aimed at them but they still provide a clear advantage in attaining a goal if desired.

Do they offer additional gameplay elements to the game?

Again, the answer is yes. Since the cards are under influence of community based evaluation when it comes to economic value, they offer a gameplay element where one can aim at a divi card goal that is not held in high regards by the community, but where you personally might have found a use for.

I know some people for example that have made a 6-link astral plate(justicar card) for the equivalent value of roughly 8 exalts.

Now given current economic value's that equates to roughly 500 fuses, where a normal 6-link is targeted at a value of around 1200-1500 fuses. I am sure these people greatly appreciate the existence of divi cards since it allowed them to attain a goal at a far cheaper farm-rate then before.

Most cards you consider a troll, do have potential value under the right circumstances.

The currency aimed cards can be purchased for a value under the combined total of the goal currency produced, thus creating an economic advantage. One needs to spend time to gather them, which is the
trade-off.

Similarly the jewelry cards are a basis for making the regal recipe, again a secondary utility past the intent of the card. Which if utilized properly gives a solid advantage.

But like i stated, your premise is wrong and thus this thread holds little relevance.

It's not because some players cannot find a solid utility/use for certain cards that this holds true for the entire community, thus i think you deem them "troll" much to early :).

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
I personally like these cards, they are like the cherry on the cake when I'm farming an area.

And I think that's how they should be perceived, not as something you have to farm but more like a chance to get an item you did not expected.

I find Jack in the Box really fun, yes it is a random unique and yes it could be good or bad but this does not remove any of the unique drops you might had when farming. it just adds the possibility to add an extra one.

Again cherry on the cake....

When players saw divination cards they thought devs were making their life easier to give them a guaranteed drop, players sould know better by now.
Последняя редакция: Lordofthedreadz#3097. Время: 21 июл. 2015 г., 00:27:36

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