Suggestion to solved POE 1's item drop quantity issue
**TLDR:**
White and magic items, once dropped, have a chance to re-roll as a rare item, but this comes with a very high chance for that item not to drop at all (95%), if it does "re-roll" as a rare item. My example shows clutter reduction of 45%, which could go even higher. This mechanic would be toggled on or off by the player. **Problem:** In the mid-late game of POE, juiced maps and party play, POE maps contain so many item drops the game can crash if a player removes their filter (holds alt). Specifically, this is caused from white-magic gear items: weapons, armour and jewellery. **How does this happen?** Increasing the difficulty/scaling the content of the game, scales reward drops of all amounts. When an item drops, the rarity determines whether it drops as white, magic, rare or unique. A juiced map with a 50% increase in unique drops may result in a 500% increase in white item drops, plus all the other items rarity types as well, leading to an exponential growth of item drops. Note: these exact values are for example purposes only. **Proposed Solution** White and magic items gain chance to be re-rolled into a rare item after rolling as a white/magic item, but if that item succeeds on the re-roll, it has a very high chance not to be dropped at all. Below is an example to demonstrate this. Note: these are for example purposes, I am unsure if the community knows the true chances, however whatever the true values are, the example remains true. Assumptions: Rarity: 0% White item drop chance: 70% Magic item drop chance: 25% Rare item drop chance: 4.9% Unique item drop chance: 0.1% Example: 1000 items drop in a map, therefore 700 are white, 250 are magic, 49 are rare and 1 is a unique. This "roll" chance happens first, as it does currently in POE. Then, a second "roll" occurs. Items have an 50% chance to "re-roll" as rare otherwise they stay the same, if they succeed on this re-roll, then there is a 5% chance of that item dropping as a rare and a 95% chance of not dropping at all. With our example above, the second roll would result in the following quantity of items dropping: 350 white, 125 magic, 73 rares and still 1 unique. Under this example, dropped loot has decreased from 1000 items, to 549. This could easily be increased. **Which items would this apply to?** Armour, weapons and jewellery with less than 21% quality. Non-influenced Non-fractured Non-corrupted items NOT currency or scarabs. **What about uniques and rarity %?** Unique drop chance and rarity only applies to items in the first "roll". Items in the second roll only have the chance to only become rare from white or magic. **This sounds like a nerf** For example vendor recipes, chaos recipes, SSF players and base farming would be nerfed. I propose this mechanic is an option players can turn on/off after beating their first red tier map. Kirac will offer the player this option to "upgrade" your loot. This can be toggled on or off, to cater to all player types. Nearly all white and magic items are hidden on filters in the mid-late game. Rares in POE are a bit of a joke vs what we have seen in POE 2. More rares in the game are unlikely to break the economy or progression of players in red tier maps. Most players turn off a lot of low tier rares in their filter once in mid-end game. This mechanism could be further enhanced if players still are not interested in toggling this on and reducing lag by 45% (as per my example) i.e. "re-rolled" items have a chance to become rare or a T1 base. **This sounds broken** GGG has the following levers to pull to ensure overall loot remains the same: 1. Chance of an item "re-rolling" into a rare (my example was 50%) 2. Chance of item being deleted (my example was 95%), this could be increased 3. Rare item drop chance (my assumption was 4.9%) can be reduced, to reduce the number of total rares closer to the current rates are once enabled. The unique drop rate would be amended accordingly. **Conclusion** This proposal would significantly reduce the number of items on the ground and the lag this causes in the game. The amount of rares dropped would increase: although this could be balanced back down, the amount of unique items could still remain the same. Rarity would not affect this system and players can toggle this system on/off. The benefits to players would include: less lag, less clutter, equal or more loot and more rare items. The economy and game balance should remain materially unaffected, since uniques and rarity are not included in this system and rare items would not break the economy. This system would not impact currency drops. Finally, other mechanics like corruption, fractures, influenced items would also be unaffected. Last bumped on Dec 28, 2024, 4:08:05 AM
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