End game changes mega discussion thread/questionnare.

Just to be clear about one thing. We did read your posts, Snorkie, however the problem is it covered so much and is so bloody inspired we were pretty much left speechless.

https://www.youtube.com/watch?v=CARRbErqjoc
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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raics написал:
Just to be clear about one thing. We did read your posts, Snorkie, however the problem is it covered so much and is so bloody inspired we were pretty much left speechless.

https://www.youtube.com/watch?v=CARRbErqjoc


It's true! I read some of it shortly after it was posted, then ventured into the spoiler (I know, I know, you warned us) and was like 'fuck this I'll read it later'. Which I will now!
I wish just one thing less rng and risk x reward adjusted
Ah and competitive or atleast fun pvp:)
Последняя редакция: Rakiii#5559. Время: 18 июл. 2016 г., 12:38:38
Crafting in this game is a joke you just need to many orbs to me to get anything good (i dont really trade and i mostly only pick up things i WOULD use)

I hardly ever try to craft things since i cant keep up with the cost i toss a chaos on a white high base now and again just to see
But more chaos just seems to make me regret trying everytime i try to craft something good when its still junk by the time i give up

I mean its not meant to be easy to get great items by crafting but when you cant even craft to try to get one maybe the drop rates are just to low
Последняя редакция: Lynerus#6363. Время: 18 июл. 2016 г., 12:42:14
The drop rates for curreny are always going to be adjusted based on trading so it doesn't wreck the economy. Bottom Line.

It is my biggest disappointment/frustration with this game. I would like to craft, and I still attempt to craft, but I have way to few orbs to even pretend I am making anything but vendorware. I get one, maybe two attempts each league to make an item that is better than a rare I found.
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FarmerTed написал:
The drop rates for curreny are always going to be adjusted based on trading so it doesn't wreck the economy. Bottom Line.

Well, theoretically, crafting efficiency could be separated from drop rates if it's possible to adjust the weight of high tier mods for each currency type. So, you would have a higher chance to get a high tier mod by using alt orbs compared to full roll with an alch orb, and the chance would be higher yet for regals and highest for exalts.

But I don't think it can be adjusted separately like that. Technically, they could just up the drop rates until it becomes affordable, but then trading will become a chore with prices expressed in hundreds or thousands of exalts or whatever. I suppose that one of the perils of currency with intrinsic value. There's a reason we moved on to basically worthless scraps of paper.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Последняя редакция: raics#7540. Время: 18 июл. 2016 г., 13:25:43
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Snorkle_uk написал:
I love high variance rng. In this post Im going to talk about orb drop rates being too low.

I think its more fun when the rng is wild, a lot of orbs are getting used, and there's a level of stuff that's virtually impossible to ever achieve but its technically possible this next orb or drop could hit exactly that, in theory. but it never actually happens.

[but] its really important we don't go too far. I don't want eternals back. [Instead] I would buff certain orb drop rates and switch all exalt master costs to varying amounts of regals as appropriate.

the orb system is amazing, its incredibly fun to use the orbs but becomes nightmarish when you realize the cost. We just don't get enough currency, no where near enough and it means that inevitably you spend 10, 20, 100 exalts crafting something, and the likelihood is you fail. You then grind for a few days, find an exalt, realize its the first you've found in 4 weeks, then you remember the 100 stack you just saw go up in smoke, and then basically you quit the game and vow never to come back because its a complete waste of time.

Orbs themselves are very fun when you detach from the reality of how many you find and how many other peoples you need to acquire, orbs are an amazing system and I love them.

[Unfortunately] what happens is they accelerated the unique drops so much, give away 5L, 6L cards and prophecies etc. The better tiers of uniques are the same power level as the best you can find rares and replace the need for them. So now after 1 week ... there's nothing left to play for.

A binos, farm for 10k hours over 3 years and the best rare physical crit dagger youre likely to find will be maybe be as powerful as a binos, maybe. Cost you what on average? 100ex? more maybe to craft a rare weapon that good. Was worth 4ex... ok well maybe if I find 25 of them.... no wait only joking, its worth 3 chaos because theres a prophecy for it. Errrr... ok, you realise it still costs 100ex or more to craft that right?

now if I find a bino in the wild, really rare drop, hype? No, its worth nothing. Crafting was already invalid due to the rarity of orbs vs rarity of that dagger, now its 1000x more extra invalidated and every rare i find is invalidated and not only that, even finding the unique itself has now been invalidated, i cant even find any worth in that happening now. Anyone whos got 100 hours spare can go to prophecy and get a council bow, its there go take it. How many exalts to craft a rare bow of the same power? Can it even be done without eternals? I dunno, give me 300 exalts, Ill have a go, Ill let you know if I need another 300 when I run out. So putting that bow in the game is like giving me 300+ exalts for going and playing 100 hours in prophecy. So why am i finding 1 exalt in that 100 hours? What exactly is being protected in terms of power creep here? I dont get it, at all, I got a council bow tho so thanks for that I guess? I can stop crafting harbingers, well, forever now right? Ok.... nice player retention concept.

This is a game about customizing your character, so end of week 2 you got your shavs, end of the line for chests, and u got ur veil, end of the line for hats, and your rainbows standing in for the skyforths you'resaving to simply buy off a website (how exciting zzzz....), consuming/battery/doryanis/divinarius.... all these things are as destructive to gear progression as old school eternal exalted mirrored gear right? with me on that? These slots are DONE forever in a way that it is virtually impossible for a rare item to be without eternals. No individuality, no thought gone into it all beyond read build guide by cookie cutter uniques done. Welcome to the mundane.

D3 is a game where you turn up, over a week get given every cookie cutter unique then the game dies. So is this game atm because you're giving away chase stuff that is a dead end to gear progression like uniques and guaranteed links while completely cutting off 99.99% of your players from being able to continually craft and improve rare gear over time using this amazing currency system that provides an environment where no matter how much you craft you will probably never hit anything 'perfect', ever, so you can always try again for that little bit better over and over. There's no over and over with a shavs, u grind your pathetic 2ex or whatever it is, enough to fail to get a 15%+ evasion roll on a ring craft, go to xyz and buy your shavs off the shelf, done, and when you've done this to all ur slots so is the league.

X unique is balanced because you can craft better! Who can craft better?


What I would change?..
Скрытый текст

So In a month of a league I could pull together maybe 10-20 spare exalts to put towards crafting, from my calcs above gonna need more like 130 to 250 to craft just a little bit. So up the drop rate by 12x or something? Well I dunno if we should get that carried away. A lot of that is bench costs, so lets cut what we need in half by getting rid of those. Switch exalt costs to regals, prefixes cant be changed, it costs 2ex, switch it to 20 regals, same with multimod (it was fixed by removing hybrid, it doesn't need to be 2ex, that's insane). If you are farming high end maps you can do regal recipe, incentivize grinding and doing recipe, make me feel like 4 hours playing is worth something, that I'm getting somewhere towards something worth caring about. Regals are super rare through drops anyway. That goes for every bench mod, the %es etc, 10 regals a pop. Let people use the crafting. Then buff exalt drops by 4x to start off and see how that goes.

Double chaos drops imo, a bit more fusing, give slightly more alt shards for vendoring rares and that's it.

Divine, Gcp, Alch, Scour, Chance, all the other stuff leave it alone, its fine. Maybe up vaal orbs or make them drop a lot more in vaaled maps, they do more harm than good and they're fun so why not? Maybe a little buff to all orbs, I think the rest are fine but then most people are not me, nothing that fundamental should be balanced around a player who plays as much as me.



For anyone who cares I both quoted the parts I wanted to address, chopped it up and reordered things slightly such that it functions as a tl:dr, and changed a [couple of words] for the sake of flow, not substance. I also proofread because Grammar Gestapo and all that - nothing personal - those changes are for my psychological health not to poke at you.

So that was a pretty awesome post with a lot of new ideas and concepts and struggles that I hadn't heard before (though I'll reiterate that I don't spend time thinking or reading about crafting, so I have no idea about the objective novelty). I sincerely hope GGG read the entire original. I'll just start listing thoughts.

1) If 2.4 delivers, a lot of these criticisms can/will be addressed via a better mapping system, or entirely new end game system. I personally don't agree with buffing chaos orb drop rate - I think it's fair that players have to spam Chaos Orbs on maps - IF IT'S BECAUSE THEIR BUILD CAN'T DO MODS X, Y, AND Z. In a new map system, where you don't have to chaos your maps for 'pack size', this alone would go a long way toward not 'needing' chaos drop rates buffed.

2) Fusing drop rate could be 'buffed' as well by making items vendor for 3x the Alteration shards. You're a richy rich that doesn't have time to pick up items? Fine. But this would be a nice buff for the average player.

3) Love the idea of changing bench costs from exalt to regal - it makes so much sense (you know, b/c you can actually deterministically farm regals) and would make me at least consider crafting a piece or two in a 3 month league. Love the vaal orb suggestion and would actually go farther - 3 to 5x Vaal orb drop rate in Vaal side areas, frags in the map device, and Vaal'd maps. These are already rare, and fun to use on all kinds of things. More Vaals = more fun. (And would help anyone crazy enough to 6L a corrupted item from a div card at Vorici).

4) I think what you said about Uniques creeping up to be BiS is on point. Sure maybe not for EVERY build, but for an awful lot - too many probably. While this isn't necessarily a bad thing (some people like it) it almost necessarily dumps on crafting.

5) On player retention, 2 things. First, they said that Perandus would be a one time thing, and that wasn't the standard loot acquisition rate they wanted. In hindsight, internally, do they think they went overboard? Maybe. They also said Prophecy would be like Perandus-lite to wean people off of their free Shavs. What I'm getting at is you're judging and critiquing the crafting system at the worst possible time relative to the overall history of the game.

Second, I'll refer to how I ended the OP. We shouldn't feel the need to play this game all day every day. Some of what your describing is players like us burning ourselves out in the first couple weeks of a league. Pretty much any game will start to see cracks in the walls of it's endgame if you no-life it for 25 days.

6) I really love the middle part I quoted, and will quote it again. If GGG reads nothing else, and if there is any way to condense what I've already tl;dr'd into an even smaller tl;dr, this is it:

Скрытый текст
Anyone whos got 100 hours spare can go to prophecy and get a council bow, its there go take it. How many exalts to craft a rare bow of the same power? Can it even be done without eternals? I dunno, give me 300 exalts, Ill have a go, Ill let you know if I need another 300 when I run out. So putting that bow in the game is like giving me 300+ exalts for going and playing 100 hours in prophecy. So why am i finding 1 exalt in that 100 hours? What exactly is being protected in terms of power creep here? I dont get it, at all, I got a council bow tho so thanks for that I guess? I can stop crafting harbingers, well, forever now right?

X unique is balanced because you can craft better! Who can craft better?


I'd add on that it doesn't even take 100 hours to be able to afford a council, possibly less than 50 for the industrious, clever, and/or lucky.

Последняя редакция: innervation#4093. Время: 18 июл. 2016 г., 13:48:36
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raics написал:
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FarmerTed написал:
The drop rates for curreny are always going to be adjusted based on trading so it doesn't wreck the economy. Bottom Line.

Well, theoretically, crafting efficiency could be separated from drop rates if it's possible to adjust the weight of high tier mods for each currency type. So, you would have a higher chance to get a high tier mod by using alt orbs compared to full roll with an alch orb, and the chance would be higher yet for regals and highest for exalts.

But I don't think it can be adjusted separately like that. Technically, they could just up the drop rates until it becomes affordable, but then trading will become a chore with prices expressed in hundreds or thousands of exalts or whatever. I suppose that one of the perils of currency with intrinsic value. There's a reason we moved on to basically worthless scraps of paper.


The issue I was stating is that as long as there is trading, currency drops will be low and crafting will be a lottery unless GGG changes their core belief that top tier items are the end game.

They took Eternal Orbs away because there were too many godly items being made. They are not going to up currency drops so that everyone can play, because that would just increase the rate at which godly items are made, which is antithetical to their design philosophy.

Edit: For those who think RotC is broken, lets wait until 2.4 to see. Based on ZiggyD's community unique, I think a whole bunch of new bases and items may come out that render top tier gear obsolete.
Последняя редакция: FarmerTed#3081. Время: 18 июл. 2016 г., 15:01:12
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FarmerTed написал:
They took Eternal Orbs away because there were too many godly items being made. They are not going to up currency drops so that everyone can play, because that would just increase the rate at which godly items are made, which is antithetical to their design philosophy.

I think there's a lot wiggling room there. Eternals were scrapped because it was way too easy to create a mirror class item if you're uber rich, not because everyone and his grandma was crafting so we don't really have any solid proof they have something against more players at least dabbling in it. And for that to happen, the market cost and crafting cost have to be at least in the same ballpark, not an order of magnitude apart.

Meaning that I agree that according to their design philosophy crafting should never be cheaper, so a budget-minded individual will always do shopping instead and you won't be able to earn money by crafting. However, sometimes you need that special something you can't readily buy, I just want to be able to craft it without spending fifty times the item value.

That said, Vorici is probably a counterargument to that philosophy, we have a guaranteed 6L for 1500 fuses and it's significantly cheaper on average if you want to try your luck. The system doesn't reward you for doing the same with item mods, on average you end up at a loss.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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raics написал:
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FarmerTed написал:
They took Eternal Orbs away because there were too many godly items being made. They are not going to up currency drops so that everyone can play, because that would just increase the rate at which godly items are made, which is antithetical to their design philosophy.

I think there's a lot wiggling room there. Eternals were scrapped because it was way too easy to create a mirror class item if you're uber rich, not because everyone and his grandma was crafting so we don't really have any solid proof they have something against more players at least dabbling in it. And for that to happen, the market cost and crafting cost have to be at least in the same ballpark, not an order of magnitude apart.


Thing is, if you are uber rich and understand how to use masters, you can still craft mirror class items. Won't be as easy as with eternals, but if drops were increased, it would become comparable.

I think they would need to make currency and currency-related div cards non-tradeable and go to a true barter economy to not break the game. I would love to be wrong and I hope they run the experiment some time. I would love to drop two or three exalts on an item and not have to think to myself 'maybe next league I will get lucky'.

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