[PoE2] For the record: we're definitely going to need smart(er) loot generation

What about random weighting before random mod adding?

whatever the max tier of a mod can be at the ilvl of the item
will be the range of the potential tiers. the odds of max
tier being low, bottom tier being higher and a range in between.

the item starts by a roll of "power" lets say it rolls t5,t6,t5,t4
its destined to be weak no mater what random mods roll on it. maybe
thats fine when your lvl 31.

we could set up situations that "remove the chance of lowest tier rolls"
expensive or difficult scenarios to achieve.

then you random roll the mod type and specific value.

instead of whatever it is it is... we could have any item over ilvl 75
has a 50% reduced chance of a bottom tier roll and at ilvl 80 its a 75%
reduced chance of bottom tier + 25% reduced chance of second bottom tier.

the median tier of all rares would go up by a non extreme amount.
by a small amount. instead of 1 viable ring out of a 100, its 1 viable
out of 80.

average gear will improve, but top tier gear will still be very rare and no
where near as "improved" as lower tier gear.
If they made ilvl 83 items stop rolling t5 or worse mods then playing melee phys builds wouldn't be a completely laborious experience with respect to your weapon. Vs rolling a ilvl 5 wand from act 1 and farming red maps on a caster.
the key is not pushing this idea too far.

still gotta be hard as hell to get a t1,t1,t1,t2,t1 mastercraft

but lets relax on the midgame content, and sligltly aleviate the
endgame content.
lets keep this idea from being a cheat code. but a beneficial idea.
no way if all the classes can wear all items!!!!!!!!!!!! and no account bound shit or character bound
"
minateck wrote:
no way if all the classes can wear all items!!!!!!!!!!!! and no account bound shit or character bound

Nobody's asking for account/character bound gear. :) (Even though there's a good reason why every other game does it, but that's another discussion.)

And if "smart(er) loot generation" made you think of the game trying to generate mods that will be good for your particular character, I'm not asking for that either. All we need is a lower cap on mod tiers based on item level.

An amulet with flat cold damage to attacks, %increased lightning damage, cast speed, and accuracy mods will still be bad for just about every build, even if those mods are all mid-high tier. There's still plenty of room there for bad items to be rolled, not by virtue of the mods being dogshit tier, but just by being the wrong combination.
https://www.twitch.tv/videos/2097350903?t=3h5m40s

The loot system feeling less rewarding in PoE2 despite no major changes to the mod pool?

Hmmmmmm, I wonder what might be causing it or how it could be improved...
Last edited by suszterpatt on Mar 21, 2024, 8:33:31 PM
Hearing some good stuff in the recent interviews, I think GGG have also arrived at the same conclusion that guaranteeing a minimum tier of item mods is the way to go.

But there's another dimension to how reduced item drop rates can hurt the loot experience. One of the event recap videos mentioned that they didn't get a single ring or belt during 4 hours of gameplay. Again, not something you'd ever notice in PoE1 the way it drowns you in items, but when every single item drop matters, so does the variety (or lack thereof) in item classes.


This should still be a pretty simple fix though. We just need a bit of self-correction in the loot generation that makes item classes that haven't dropped recently more likely to drop next.

Assuming that there's a point in the loot generation algorithm where the game decides what class of item to generate (i.e. weapon, helmet, ring, etc), and that each item class has a weighting, similar to item mods. A simple way to do this would be: whenever an item drops, every other item class receives a cumulative increase to its weighting, and the class of the item that just dropped has its own weighting reset to the default value.


Example
Let's say that by default, weapons have a weight of 2000, helmets have a weight of 1000, and rings have a weight of 100. For simplicity, let's say the cumulative increase is 10% at each step.

The first item that drops is a weapon. The weight of weapons remains 2000, the weight of helmets becomes 1100, and the weight of rings becomes 110.

The second item that drops is a ring. The weight of weapons now increases to 2200, the weight of helmets continues to increase to 1200, and the weight of rings resets to 100.

So on and so forth.

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