CRAFTING SHOULD NOT BE RNG, OTHERWISE IT'S NOT CRAFTING
" What you said doesn't make any sense. I stated that crafting systems don't belong in ARPGs(d2 clones). OFC that is about the crafting system power. What else would it be about? That is the sole purpose of it: power. It is easy to "win" some argument when you set these arbitrary "rules". Again, any crafting system that gives moderate power to the player, at the least trivializes the campaign(LE, D2 Runewords). And it is useless in endgame if it doesn't create items better than you can farm yourself. That's why I don't think they belong, unless the bonuses you get from crafting are minimal. Последняя редакция: Gordyne#2944. Время: 19 апр. 2025 г., 21:57:20
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" There is no crafting in PoE. They called it that, but it is not good terminology, imo because it is misleading. The crafting table from PoE1 can actually be called crafting. Maybe the range of affix tiers needs to be better when using these orbs on items, but idk. I don't craft high end items. |
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" Man, my original point was simple, either give players some control in crafting (half RNG, half decision-making), or go all-in on deterministic crafting with RNG coming from other sources, like vaal orbs or drop rates. If that basic idea is too hard to grasp, then maybe that’s the real issue here, you just dont get it or you are just a gambling addict. At the end of the day, it’s an opinion. You disagree, that’s fine. But data and player feedback don’t lie, most players prefer some form of control over crafting. PoE2’s current system feels punishing to many, and ignoring that just because of some purist “RNG or bust” mindset doesn’t make sense. Game design isn’t just about theory, it’s also about retention. If thousands of players bounce because the crafting feels like a brick wall, that’s not “git gud”, that’s a business problem. And yeah, player sentiment does influence devs, because player numbers talk louder than forum takes. Some middle ground in crafting isn’t about making the game “easy”, it’s about respecting player time. Not everyone enjoys gambling on every upgrade attempt. Some like it, some don’t. A good system can serve both. |
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" Okay lets thing together of ways to craft item : 1) Finding an already really good item with perfect affixes and make it better. For that you need : a lot of different affixes to be sure finding this item is not easy to find, and make player loots a lot of items cause thats the only way for them to improve their stuff. In that case, you are overwhelmed by items looted (like PoE1, Last Epoch,...) and we all know, thats what GGG devs decided to avoid in PoE2 (in comparaison of PoE1). So in that situation, you have to grind, hoping to find the good item then craft it to make it the best item. 2) Having a only deterministic way, from 0 to best item. In that case the question is : why having loots if the best way to have best item is just to have a base and craft around as you want ? So in this case, loot is irrelevant. You just need to farm the "tool" that would allow you to craft your perfect item. In my opinion, GGG decided in PoE2 to avoid this 2 situations. The choice made, and I think its the right one personnaly, its to give step by step some tools to make the craft more deterministic (fractured orb for ex) but keep a RNG part to avoid loot has no utility at all. In the current situation, loot is important cause you can find some really good item by looting, but if you have enough ressources to craft, you can craft around a good base item too. GGG would add more deterministic ways to craft items Im sure in the future btw. " Im sure most of players that complain about crafting dont even try to do it. They keep their exalted to buy stuff on market place, and didnt use it to craft. As a SSF player myself, I can easily said I crafted some really good gear just by myself, trying. In my guild, we are like 20 players (Im the only SSF player) and they always were amazed that my stuff was so good, and complained because for them "I got lucky". After my 3rd character made, they understood that it was not about luck, it was about trying or not and using your currencies to do it. In end game, with your hundreds of exalted orbs looted, you can easily tried to craft hundred of items. The hardest part is : how to decide if an item is good to craft or not ? To do that, you need knowledges about whats an prefix and suffix is, whats the best affixes and what you are looking for your build ? And I know, what Im doing need a lot of time, that some players dont have. But I think most of players that dont have time, just do the campaign following a guide then buy a stuff with some exalted and go through the beginning of map like that. And yeah if you want to kill arbiter, you have to grind at a moment and so, play dozens of hours !!! Последняя редакция: Legoury#0138. Время: 20 апр. 2025 г., 06:02:19
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" That actually proves my point even more. The current system demands a ton of time, currency, and knowledge just to have a shot at decent crafting results. Most players don’t have that level of dedication or hours to spare, and that’s not a flaw in the player, it’s just reality. Not everyone is SSF, and not everyone wants to spend 40+ hours just to learn crafting theory before they can even start engaging with the system. If that’s the only viable path, many players will simply bounce. Why bother grinding in a game that feels like a chore when alternatives like Last Epoch exist with smoother systems? Let’s be real. The "just grind more" mindset doesn’t work for every player, especially in today’s gaming landscape. People have jobs, families, and limited time. If your answer to every crafting complaint is “just play 200 hours and learn prefixes and suffixes by heart,” then yeah, a lot of people are just going to say nah, suck their thumbs, and uninstall. And that’s bad. For everyone. Less players means less revenue, fewer updates, fewer trade options, slower league starts, and an overall weaker community. Even SSF players feel the impact of a shrinking player base. So again, some level of deterministic control doesn’t kill the game. It keeps it alive. It’s not about making it easy, it’s about respecting people’s time and giving them reasons to stick around. You don’t want PoE2 turning into a game with niche appeal only. More players is always better for the devs, the economy, and even the hardcore grinders. Crafting doesn’t have to be between "brain-dead simple" and "spreadsheet simulator." There’s room for a middle ground that challenges but doesn’t alienate. |
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" Its not the only viable path and you know that. Minority of players are playing SSF. Most use marketplace to buy stuff. And you dont have to learn how to craft to go to the end game, just need to keep your exalted then buy a good stuff or if you are lucky enough, loot a good stuff and sell it for a good price. Thats most of players are doing. And I agree with something with you : PoE2 need to do a better stuff to help new players to understand how this game works. And for Last Epoch you have a good point. The fact that : if you find a game too grindy, too hard or too time-consumming, why not playing another game that fit your envy ? And you can easily see that. While launch of 1.2 Last Epoch happened, on steamDB, PoE2 lost just a few of thousands players, when 150k players played LE. What does it means ? That most of players of LE dont play PoE2 and vice-versa. Cause this 2 games are really differents and its a good thing. Why making the same game, the same proposition, when you can see some players want a new one ??? Последняя редакция: Legoury#0138. Время: 20 апр. 2025 г., 06:51:35
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" Sure, not everyone is SSF, and yes, most players trade. But even within trade league, the point still stands. The crafting system is so complex and punishing that the average player avoids it entirely. They just hoard currency and buy items because trying to craft themselves feels like throwing resources into a black hole. That in itself is a problem. If the majority of players avoid engaging with the core item system because it's too opaque or too punishing, then that's a design issue, not just a matter of preference. The fact that "just trade" is the go-to solution kind of proves the system isn't approachable for most players. You're right that PoE2 doesn't need to become Last Epoch. But learning from what other games do well isn't a bad thing. A game doesn't need to copy its competitors to recognize when something is turning players away. A bit more clarity, consistency, or predictability in crafting wouldn't erase what makes PoE unique. It would actually make it more welcoming. The idea that "if you don’t like it, play another game" is valid to a point. But from a developer and community perspective, that's also how a game slowly loses its playerbase. Not everyone will stick around to master a convoluted crafting system when other games respect their time more. And sure, PoE2 only lost a few thousand players during LE’s 1.2 launch, but what about long-term retention? The question isn’t about players hopping temporarily, it’s about how many quietly stop logging in over time because the systems feel like they’re not worth the effort. It’s not about making the game easy or turning it into something else. It’s about making sure that more players feel like they can engage with the systems, not just the small group that already understands every detail. PoE2 can absolutely stay complex, but complexity needs to feel rewarding, not exhausting. Adding some intuitive, mid-tier deterministic steps in crafting wouldn’t ruin the experience. If anything, it would give more players a reason to keep playing. |
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It's still crafting if there is rng. Idk where this silliness came from.
They've already talked about more deterministic crafting in an interview. It'll likely happen over time but they don't want us just making exactly what we want out of the gate. But yes, it's still crafting. Idk where this idea came from that there can't be randomness. Gambling has its own name in the game. | |
" I think we agree together on most of point. What happened with 0.2 was hard for players but was needed for the game. GGG decided to "erase" some abusing mechanics and gameplay of 0.1 to start building on it. They now would build from it. Right now, we (almost) all agree we need more and/or better loots, we need more tools to improve crafting, we need more tutorial to help players being invovled in crafting for ex (why we need to click on alt to see type of affixes and tier ?). But to all players who just want game to be really faster, to be really less difficult, to have a only and sigle way to craft by a deterministic approach : Im pretty sure it wont happen. Yes you would have more "tools" to have a more deterministic craft, but Im pretty sure RNG would remain the main idea of crafting. And game would remain an "hard" game. " I totally agree PoE2 needs to feel more rewarding, in terms of loot and craft. I really think the main philosophy of GGG is : "start with few mechanics, loots,... then step by step, add more complexity, rewards to the game". Cause we all know, in society like in videogames, that if you give something to someone, its almost impossible to take it back. So, start small then grow big ! Последняя редакция: Legoury#0138. Время: 20 апр. 2025 г., 07:36:09
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" I made one solid item this league. Body armour from vendor that had 20% chaos resist and 49 spirit in act 3 cruel. Slammed 25 cold resist and 129 life onto it and physcial thorns but pretty good. That was the only item. All others ended in utter garbage. Trade is thus neccessary when all the stuff I spent slamming could have bought a better item at a fraction of the cost One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
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