Your idea would make it so that you would never ever ever finish the dungeon, because you’d have your full inventory after 2 mob packs and would have to port out.
The solution isn’t to create a ridiculous loot piñata racetrack, but to increase the challenge and tune the the final reward.
Currently the dungeon itself is just an annoyance which you go through and the mobs don’t add any challenge at all, even in T4. So make mobs challenging, get rid of the obstacle course in favour of random procedurally generated maps and then make the final reward worth choosing T4 to run.
I personally don’t believe infinite scaling is good content. That’s one of the things that I didn’t like about D3. The idea of the player getting possessed by the number / progress bar going up forever on the same game when they’re essentially doing the same actions / killing the same enemies over and over and over seems like a dystopian Bladerunner-type scenario to me.
Having said that, I think making dungeons have small story arcs with little sidequests and multiple memorable bosses is what they really need to make you want to play and replay them many times over. This was the formula in World of Warcraft, for instance. A lot of the bosses were so cool that you wanted to get your friends to play the game just to show those bosses to them. I feel like that’s the groundswell of support every successful indie game also has. If you make it genuinely great content that plays like a good novel reads, and has high watermark moments that become fond memories in your mind, that’s good content.
And sadly, that’s the kind of content a lot of these modern grindy season based games can’t and don’t want to have to do because that kind of content is high effort and on the surface doesn’t look infinitely replayable, even though it’s very replayable in the medium term and maybe even the long term.
That aint a problem, we have a portal tool for a reason similar to grimdawm. I find the lack of picking up stuff and selling it is part of the reason loot is so boring in LE.
Secondly add feature from cursed king where your pet or some similar tool just goes to the vendor and sells anything you give it. If this is to much, add a summon, which when called has a vendor on it like brontie in WoW.
You do realise that items don’t sell for much & that picking gear up to sell to the vendor is pointless? So I don’t think that adding more ways to get a few gold per item from a vendor is the right way to go.
That’s always something they can change. Just add a gold value for items based on the level of challenge at which they dropped.
Yes it adds more gold to the game, but it does not really matter because inflation in games works like in real life. Market adjusts. But more gold may make it easier for CoF to actually use lightless arbor.
Since most of my gold goes to stash tabs. Ideally they should be free anyway. Lightless as a gold sink is probably more then enough where you need 2-4M per run
It does. Namely, if you don’t have taxation or a way for money to be lost over time, you have huge inflation. Which is what happens mostly on LE because the gold sink isn’t appealing to players and stash tabs aren’t nearly enough.
They can but that would just add massive gold inflation. Gold is easy to get hold of as it is, we don’t need to make it orders of magnitude more common.
The actual reason why gear isn’t worth much gold is even because EHG doesn’t want you to constantly stop playing the game just to go back to town to sell stuff. They give you other (better) gold sources exactly so you can just keep blasting the game and having fun, rather than having to play inventory manager.
So it’s a philosophy and game identity issue, not an economic one. And it’s not likely that will change.
EDIT: and behind that design is also the fact that you should be excited about drops because we value them, not just as a gold tally we need to fill up.
I dont think this is the issue. Look at the current state of the game. There are LP3 Iitems for 0 Gold. You can get Aberroth Loot and sell it for 10k Gold max. I think the game has not a Gold Inflation problem but an Item Inflation problem.
I already suggested this a while ago: You list something for a price. Price drops automatically by e.g. 5% every day. After 20 days, price is 0 and the item is autmatically removed from the system and the seller gets the item price you would get from a vendor.
This would get rid of all 0 Gold Items and LP 3 Items would have a value. Not like 14 pages of worthless LP3 Items.
I am not sure if I like the idea of items being deleted. In theory that would be fine if bazar items where not updated to their new stats when an update came out.
Imagine buying an OG item with old legacy stats- that could be a cool feature to distinguish legacy from cycle. Yes it needs to remove the trade limit on items- but I question if it even should been there.
I like the idea of finding some cool item on page 440 of a merchants tab 4 cycles later because it persisted and created a good item supply which makes it easier and easier to never farm gear the longer the game exists.
This way, the players who join game later eg: 1.5 could immediately be doing corruption 300 with near perfect BiS items.
Great question- Perhaps the feeling of being smart and feeling like you gained the system as a new player? It always feels good to feel like you played the house- how Casinos work also. You don’t win, the house let’s you win.
The idea of gambling for loot is not really that different from a casino. ESP with loot orbs.
“Money sink” in LE(for economy, not for individuals) - players, who left the game hoarding millions of gold, while their stall is still here
But I’d like to see more personal money sink options. LA chamber is not that good
because the only lp3 0 gold items are for very off meta builds. The on meta stuff goes for 1.5bil for an lp2. I know this, I have an lp2 world splitter, its the only one on the market.
I think in the current game the idea is that if CoF puts rewards in dungeons, then you have to go there to get them out. And then there is Sanctum.
…I like this idea the most. I’m reading this as move away from just mob difficulty and towards the dungeon mechanic challenge difficulty.
…aka double-down on the designed mechanic of the dungeon and make higher tiers (like corr) where the dungeon mechanic is made even harder.
For example… The light decays faster in lightless arbor… Your resists to the two elements in bastion are progressively removed, forcing you to use the shield more.
However, dungeons should do this skill gating for unique rewards to cause people to go through this effort, instead of just blasting monos.
As for what that reward should be, not sure.
The most obvious thing that comes to mind is to double-down on what is going on in Temporal Sanctum as “the place to do something”, and add something like this to the other dungeons… making it not something you chain-run but something you plan for and have stress about needing to complete without failing. It could even be switched to a risk mechanic, where you have to spend something (not just a worthless key) to actually start the run, and if you die you lose that mat/item/whatever (at higher tiers only obviously)
As for things that could be setup only to occur in dungeons
upgrade an idol rarity (or only place to loot an idol, or some other idol task)
upgrade a sealed affix
convert crafting materials
bonus to set-rarity rolls (or all rolls)
connected to idol socket unlocks instead of just questing them
Not sure…
P.S. - The keys right now just seem like a useless mechanic except for the first low level character of a season. I would rethink this mechanic.
Yea, this may pull some players, who want to run god mode without any effort. But at the same time you lose quite some players because MG becomes the poor mans CoF. Why?
MG allows you to buy BiS gear. But it requires quite a lot of gold. In current cycle we talk about xx.xxx.xxx gold per item. One of the main incomes for this amount of gold is selling items. However, while early in the season you can get some more common LP2 Items off for a few hundreds of thousands of gold, even the LP3 items are worthless now. So you can only make larger amount of gold by finding BiS gear. But compared to CoF the drop rates are much lower. So MG becomes the poor mans CoF.
It is like… you build random cars. You earn your money by selling cars to buy a Koenigsegg. But basically the cars have infinite life expectancy. So the cars you build become worthless. Even Ferraris and Lamborginis are now worth nothing while the Koenigsegg still costs 20 Million. So you have to build random cars and get lucky to build the Koenigsegg by yourself because your earnings will never bring you up to that cost.
In addition, mid season cycle starters just have absolutely NO incentive to sell anything. You can buy high end gear for basically nothing. And the godly BiS gear is so expensive that you will never be able to afford it, so you have to find it yourself. So why bother listing anything?
Unless an item becomes legacy, like gambler’s fallacy, in which case you can have the old version in your stash. It just doesn’t drop anymore.
Although, in these cases, the legacy item is usually worse than the new version, so that part wouldn’t apply to what Viled is saying.
It’s not likely this will happen, for the same reason it doesn’t happen in PoE, with the exception of some broken leagues like synthesis. Usually power creep means that the new items will be stronger than the old ones.
In the case of LE, this can already be seen. A 2xT6 was a rare and valuable thing (with decent affixes that synergize), but with Nemesis you already see triple exalted gear quite often. Even 2xT6+ with a T6+ sealed affix.
So I don’t think this will be an issue on LE anymore than it is on PoE. The new gear is what is sought after, not the older one because it tends to be much weaker (with a few exceptions).