22 recombinators.

It should always be 100% chance. Why punish those who worked hard to get the items in the first place.
"
Recombinator would be such a fun mechanism if the odds were 50:50. But of course that would ruin the trade economy. Possible solution: strict divide between trade and ssf leagues with different odds OR make recombined items account bound (would still create a market for good bases that arn't good items by themselfes).
I think a better solution would be to use the "Expedition Fragments" to increase the odds.

Let's say you want to combine two mods, and the shown odds are 14.5%.
Now you can select more fragments to increase the odds until a hardcap of 50%.

So, if you want to spend the base amount of fragments, you have the 14.5%, but the more you invest, the higher it gets. That means you just need to farm more Expeditions for better odds.
[Removed by Support]
Low success rate loop is a plague of current game design because it pushes out a fraction of your playerbase. It's a terrible way of building game, it brings both frustration and boredom

People that look at a 10% success rate and conclude "well the you need around 10 tries to succeed" It's wrong because the way it's phrased is misleading.
The actual chance of succeeding at least once a 10% success chance with 10 tries is ~65%. We're far from anything garanteed, actually closer to a coin toss.

Beside when you design a game you should ALWAYS consider extremas. Which obviously any game designer that comes up with this kind of design should do.

I assume they think in terms of average, which is a terrible thing to do.

Instead look at probability of extremas and translate that into player counts.

I'll take a 10% success rate for the example.
- Chance to succeed in only one try is... obviously 10% right ? that means that 10% of your playerbase basically didn't have to interact with your system AT ALL
They did it once, boom done.
- Chance to fail 50 tries in a row ? ~0.5% that seems low right, but that's 0.5% of your player base (THOUSANDS of players) failed while having tried 5 times more than was expected of them. How do you think they feel ?

So now you have 10% of your playerbase that basically skipped content because they basically didn't interact with the system at all playing along players that failed 50 times in a row and probably left the game.

You made both extremas unhappy in the end (luckers skipped a farm system and thus skipped a part of your game so they don't have anything to do anymore) and unluckers which basically left the game because their loose streak made the systeme properly unbearable.

And all that for what exactly ? so that you counldn't think of a better DETERMINISTIC system to pace your game ?

Either commit to a RNG system but then make it SO drowned in RNG that all the systems will balance each other (that's what's done in POE1) or remove that shit altogether.
Last edited by Varn76#2904 on Apr 22, 2025, 8:23:40 AM
"
uklizeci#1541 wrote:
yeah recombine above tier 5-6 is a waste of time


I have a weapon, that is missing 2% damage, from the absolute PERFECT item, that I could get.

It took me few hours to assemble it, but such weapon would cost me ONE MIRROR AND 50 DIV FEE, if the situation right now was like 0.1.0.

It is borderline broken mechanic, that if anything should be severely NERFED, if we want end-game gear to mean something.

MOREEVER:

I created 370 DPS crossbow that requires 28 level.
This ONESHOTS everything, and allows me to FLY through the acts.

I do not know if you are familiar with the numbers, but this level of gear is viable for doing MAPS.

I cannot understand, how they made the game so much easier than before.
Every day they nerf monsters and buff players.

And you guys still complain...
"
Varn76#2904 wrote:

People that look at a 10% success rate and conclude "well the you need around 10 tries to succeed" It's wrong because the way it's phrased is misleading.
The actual chance of succeeding at least once a 10% success chance with 10 tries is ~65%.


It is a breath of fresh air, to see a fellow exile, that actually understands it well.

I wish you the best.
"
I think a better solution would be to use the "Expedition Fragments" to increase the odds.

Let's say you want to combine two mods, and the shown odds are 14.5%.
Now you can select more fragments to increase the odds until a hardcap of 50%.

So, if you want to spend the base amount of fragments, you have the 14.5%, but the more you invest, the higher it gets. That means you just need to farm more Expeditions for better odds.


Yes recombinator could be a good currency sink aswell. Two birds with one stone.
"

So, if you want to spend the base amount of fragments, you have the 14.5%, but the more you invest, the higher it gets. That means you just need to farm more Expeditions for better odds.


Right now this mechanic is borderline broken.
BORDERLINE.

The only thing that separates is from ITEM EDITOR is the fact, that you have to spend some time getting a set number of base items.

If there is ANY way. And I really mean it ANY WAY. That would allow you to save the time required to search the item, whisper people, trade and store the items in stashes...

This would not be crafting anymore. This would be item editor, where you just drag and drop the mods you want.
Last edited by Skellymancer#5263 on Apr 22, 2025, 8:29:53 AM
"
"

So, if you want to spend the base amount of fragments, you have the 14.5%, but the more you invest, the higher it gets. That means you just need to farm more Expeditions for better odds.


Right now this mechanic is borderline broken.
BORDERLINE.

The only thing that separates is from ITEM EDITOR is the fact, that you have to spend some time getting a set number of base items.

If there is ANY way. And I really mean it ANY WAY. That would allow you to save the time required to search the item, whisper people, trade and store the items in stashes...

This would not be crafting anymore. This would be item editor, where you just drag and drop the mods you want.
Cool.

Do it without trade.
[Removed by Support]
"
Cool.
Do it without trade.


For the armors - it works ok.
I have (mostly) created my gear from scratch.

For my current weapon?

The weight of just two of the mods is 0.0075 and 0.01.
It will take me over a year to gather the correct bases for this.

I think that I wont be overstepping the line, when I say that it will be nearly impossible.

But then again - SSF is not suitable for every build, and its very limitations is the reason many people pursuit this kind of masochistic gameplay...

"
Varn76#2904 wrote:
Low success rate loop is a plague of current game design because it pushes out a fraction of your playerbase. It's a terrible way of building game, it brings both frustration and boredom

People that look at a 10% success rate and conclude "well the you need around 10 tries to succeed" It's wrong because the way it's phrased is misleading.
The actual chance of succeeding at least once a 10% success chance with 10 tries is ~65%. We're far from anything garanteed, actually closer to a coin toss.

Beside when you design a game you should ALWAYS consider extremas. Which obviously any game designer that comes up with this kind of design should do.

I assume they think in terms of average, which is a terrible thing to do.

Instead look at probability of extremas and translate that into player counts.

I'll take a 10% success rate for the example.
- Chance to succeed in only one try is... obviously 10% right ? that means that 10% of your playerbase basically didn't have to interact with your system AT ALL
They did it once, boom done.
- Chance to fail 50 tries in a row ? ~0.5% that seems low right, but that's 0.5% of your player base (THOUSANDS of players) failed while having tried 5 times more than was expected of them. How do you think they feel ?

So now you have 10% of your playerbase that basically skipped content because they basically didn't interact with the system at all playing along players that failed 50 times in a row and probably left the game.

You made both extremas unhappy in the end (luckers skipped a farm system and thus skipped a part of your game so they don't have anything to do anymore) and unluckers which basically left the game because their loose streak made the systeme properly unbearable.

And all that for what exactly ? so that you counldn't think of a better DETERMINISTIC system to pace your game ?

Either commit to a RNG system but then make it SO drowned in RNG that all the systems will balance each other (that's what's done in POE1) or remove that shit altogether.


Can we have this post delivered to Jonathan somehow? Perhaps someone can forward it through Ziz to their next interview if it ever happens? This dude right here has a point.

I would only add that a quick-fix solution IMO would be finally adding the ALTERATION ORB to the game cause, as I said in another post, what they're doing right now is just adding more slot machines to a rigged casino system and that's not how you fix such things.

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