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[NOTE : all of my numbers are made up, it’s the concept behind the numbers that really matters.]
[NOTE : I typed all of this out and then came to this forum and found : http://us.battle.net/d3/en/forum/topic/6893719733 - almost exactly the same idea, though my version has more details, so I still want to post it]
I think most everyone can agree that the current crafting setup is virtually useless.
The problem is supply and demand (as I see it)...
One of the biggest problems with the game right now is that the supply of loot exceeds the demand by a massive amount. My guess is supply exceeds demand for each player by at least 1000%. “Good” items are continually added to the game, and are only removed once they have become obsolete due to oversupply. In the current economy, the very best items are extremely expensive, and virtually everything else is nearly worthless. Because the market is oversaturated, there is virtually no middle ground.
My solution is to reduce supply...
A ‘customizable’ crafting system. Right now we can salvage an item and get a generic material. My proposal is that we can extract a stat from an item. This would of course destroy the item. Example:
An item has 6 stats:
+ damage %
+ main damage stat
+ attack speed
+ has socket
When we extract the item we get a _random_ one of those 6 stats for use in crafting a new item. So we have 1 in 6 chance to get the stat we desire (presuming only one stat is desirable).
For our example let’s say we want, and successfully extracted +attack speed out of the six possibilities.
This would be considered a material, and to use it in a new craft it would require multiple +attack speeds in order to use it in a new item.
So after we have extracted +attack speed let’s say 5 times, we can now craft an item that is guaranteed to have +attack speed. The new item is still randomly rolled, including the extracted stat, so the +attack speed could be a +5% or a +10%, a socket could roll one, two or three (depending on the slot of course). It doesn’t matter what it was on the original item. So the item could still be ‘junk’ but it increases the chances of getting an item that we want.
If our results were statistically perfect (1 in 6) crafting an item with a specific stat would require extracting 30 items. This new item would still have a large chance of being undesirable, further increasing the number of items destroyed in our quest for the ‘ideal’ item.
Another option would be to require 6 different stats when crafting an item, so you would not be guaranteed +attack speed in our example, it would be just one possible out of the 6 that you choose (life on hit, damage % etc etc). The idea being that you get at least one stat that you want, but you can’t control which it is specifically.
- Ideally crafting using this would allow item level 63.
- New recipes would be added, recipes that specifically allow for extracted crafting.
- Stats can only be used on slots that already allow for it. In our example attack speed could only be used on : weapon, glove, ring, amulet. (Legendaries break this rule, but that is the point of legendaries).
- These extracted stat materials could be bought and sold on the auction house. Commodities of items such as: Attack speed [5%-10%] (Only usable when crafting rings, weapons, gloves, amulets)
What would all of this accomplish?
- It would create a crafting system that people would actually want to use.
- It would give players a small amount of control over the items they get, but still make it difficult to get that perfect item.
- It would reduce the number of items that are considered worthless and simply vendored, salvaged, or left on the ground. And yet at the same time, reduce the overall number of items people try to sell in the auction house, thereby reducing supply to an amount closer to actual demand.
Yep, good suggestion, although it would require a lot of tweaking/testing to make sure it doesn't become too easy to get godly items.
We drop A TON of rares, so if dismantling an item would guarantee one of the 4-6 mods on it, I'm pretty sure we would get very easily tons of +cc/+cd/+ias/+stats elements, and crafting tons of cc/cd/ias/stat/vit gloves would guarante getting very quickly some godly gloves.. It probably would have to be something like a 1 out of 10 or 1 out of 20 chance to get a crafting element for it to be viable.
Or have the salvaged stat material have a grade in proportion to what it was as a stat. Bracers, for example, have a maximum of +6.0% Critical Hit Chance. Then make the grade of the material subject to chance as well, so that the only way to get a top-grade CC material would be enough salvaging at a 1% chance (or something). Then during crafting make the chance to roll a high level value of that stat a diminishing return as well.
Yeah I agree:
The main goal is to reduce the number of items in the game overall...
To give a small amount of control over our craft results...
But also make sure it is not too easy to get a godly item.
If all of those criteria is met I don't really care how it is implemented.
Good suggestion but it will not happen. The Black Smith is useless... you pay to upgrade and he fails to produce anything good. I spend 10M on crafting and give up (not including the money to upgrade).
Now the reason why I say it will not happen because the whole system will need to be changed and I don't think that will be on Diablo3 design team schedule any sooner. The "salvage" products will have to be increased as a result more difficulty for programers. It will be best if the black smith can "learn" magic properties and when we craft we can pick from the list he knows. But as usual the product will still be randomized but we know which attributes will be added. I would say we are allow to select up to 3 known magic properties before crafting.
The current system is weak and too costly, Blizz should really remove the gold cost for crafting. Most people get their gold from vending their magic and rare item. If we sell the item we don't have the material for craft anymore...
In the current setup the RMAH is used less than it could be because of the over saturation of items. Any item worth less than 4 million is rarely RMAH'ed because it will either not sell, or be sold for a loss.
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