Gambling 'Animation' too long, please shorten

Hey, just a quick suggestion.

Please reduce the artificial delay in the gambling process… i.e. Rolling Rarity & Item Received Animation sequence.

The first few hundred times is ok, but it gets really tedious after a while… :wink:

ps. yes yes, I doubt gambling was ever intended to be used hundreds of times in a row so the delay shouldnt really be a problem, but when there are currently very few alternatives to getting decent base items for lvl80+ crafts or finding very rare affixes, this is what happens.

2 Likes

But what if the delay was in place to counteract the attractiveness of gambling to actually looting in combat?

2 Likes

Hah hah… almost fell of my chair. Sorry…

Imho… Unless you are gambling for a specific unique, for the first 60 levels or so gambling is pointless as most map drops are good gear upgrades to what you already have but once you get to the higher char levels running high level maps, then the drops are mostly rubbish and provide no benefit unless the RNGods are smiling on you and even then its unlikely to be great.

I agree. But doesn’t that confirm what I just said? That at high levels, you’re already currently incentivised to gamble and would think gambling is a better use of your time even with the delay? Correct?

Unfortunately you are correct. I would prefer to farm maps/bosses but right now that just isnt working so I’d go for removing any dis-incentives to make gambling less irritating.

It’s a curious thing, and this is not me trying to be snarky or anything, but even though you would prefer to farm maps/bosses, you did not suggest making farming more attractive. But rather, to make gambling less bothersome. I am almost sure kiss_me_quick has some grand psychology theory on this :stuck_out_tongue:

1 Like

I was trying to just suggest a shorter gambling process. The issue as to why I gamble or problems with farming & gear are discussed in plenty of other threads. :grinning:

Honestly, I don’t really like the concept of gambling at all. Didn’t like it in Torchlight, don’t really like it here. I find the endorphins spike much higher when killing a boss and getting that choice drop. Right now in LE it seems like you may as well use whatever you can. Sort of like eating green beans…

1 Like

It would be much nicer if the lower tier bases were removed from the drop pool when you get to higher tier areas (ignoring rings/amulets/relics 'cause they’re always useful depending on the build). As long as there’s always 2 different bases that can drop for each item type (all the one-handed weapons would be counted as different “types”, so there would always be 2 different one-handed swords in the drop pool, 2 different one-handed axes, etc), this would help with making getting drops from gear more palatable.

You are taking this thread off at a tangent (shorter animation), but yes, making drops more level related would be one way of addressing the gear drops. I didn’t really want to get into those kinds of suggestions here as this is something I have noticed that lots of games over the years have had to tweak multiple times as they mature. I am generally accepting of the fact that the Devs will address this as they understand more of how their “formulae” translate into real game play experiences.

1 Like

This topic was automatically closed 60 days after the last reply. New replies are no longer allowed.