You missed the point, what I was talking about is about having some use for every item that currently drops for you. In the case you mentioned, notice that in my example the only difference would be that the blue one would somewhat force the legendary random attributes to not be so random, and more according to what stats the blue already has. So, if I just want a legendary I can gamble with a white item, no big deal, it wont be 100% of the time a better item if I put a blue there, just that the odds would probable be better.
You missed the point, what I was talking about is about having some use for every item that currently drops for you. In the case you mentioned, notice that in my example the only difference would be that the blue one would somewhat force the legendary random attributes to not be so random, and more according to what stats the blue already has. So, if I just want a legendary I can gamble with a white item, no big deal, it wont be 100% of the time a better item if I put a blue there, just that the odds would probable be better.
I didn't miss the point - I'm disagreeing with the point.
As I said, I think you're wrong in assuming that players, for the most part, will think "Oh, no big deal, the blue item only has a chance at being better." Instead they will think, "The blue item has a chance to be better - I'd be crazy to use anything else." And so there's no point to the white item anymore, other than filling the role of "not what I need."
But even if you're right, and the difference between a white item and a blue item in the craft is negligible, such that most players think using one or the other is "no big deal," then why bother having two options in the first place?
Here, simple solution: (for the ones who say that I'm only bad news and negative comments)- highest possible quality white weapon + brimstone + some other not so easy to get crafts/items + considerable amount of money = legendary version of that white item. It not only makes white items interesting but also lets you hunt an specific legendary. Same rule could apply to blues, maybe the difference could be that the outcome legendary has stats that are related to the blue stats.Voila, new "generic runewords", that doesn't even need new content, it uses what is already in the game.
I like how that sounds.
And I still do think we need a way to circumvent not being able to find a certain Legendary (and not being able to trade for one), because chances are people will get frustrated once they hear there's this awesome "build unlocking" item, or crazy gimmicky item, and they can't find it after dozens of hours farming.
I do wonder how it would work for items that do not have a "white" version. Like Sources/Mojos, Rings and Amulets.
That said, it's a bit sad that, while it's an idea that could probably be seriously discussed by the developers internally (because it's simple and objective), even turning out to be a new feature that many people would appreciate, it will likely not get enough attention or discussion and will get lost in time. (it's just how things are)
Unless you can put some pretty photoshopped screenshots, post it on reddit, incgamers and the official forums, and gather a crapton of support. It's the number one problem that good ideas have, getting enough visibility.
I personally find it rewarding with the current drop rate of white blue and yellow items to grab a few whites and salvage them to craft a pair of gloves or bracers. if i needed to examine every single white item for potential to craft based on it being the "best version" I think I would quit playing, it's one of the huge things that turned me off of runewords, you always had to have the absolute best base item and it wasn't worth it if you didn't. Also keep in mind the blizzard design philosophy is moving towards just keep killing rather than full inventory all the time. Keep moving keep killing; not stop every time a white drops, go online figure out if it has the maximum base stats is it going to work for what you are trying to craft, will it be the best, oh wait I just spent 10 minutes figuring out if a white item was "good enough', no thanks.
Here, simple solution: (for the ones who say that I'm only bad news and negative comments)- highest possible quality white weapon + brimstone + some other not so easy to get crafts/items + considerable amount of money = legendary version of that white item. It not only makes white items interesting but also lets you hunt an specific legendary. Same rule could apply to blues, maybe the difference could be that the outcome legendary has stats that are related to the blue stats.Voila, new "generic runewords", that doesn't even need new content, it uses what is already in the game.
I like how that sounds.
And I still do think we need a way to circumvent not being able to find a certain Legendary (and not being able to trade for one), because chances are people will get frustrated once they hear there's this awesome "build unlocking" item, or crazy gimmicky item, and they can't find it after dozens of hours farming.
I do wonder how it would work for items that do not have a "white" version. Like Sources/Mojos, Rings and Amulets.
That said, it's a bit sad that, while it's an idea that could probably be seriously discussed by the developers internally (because it's simple and objective), even turning out to be a new feature that many people would appreciate, it will likely not get enough attention or discussion and will get lost in time. (it's just how things are)
Unless you can put some pretty photoshopped screenshots, post it on reddit, incgamers and the official forums, and gather a crapton of support. It's the number one problem that good ideas have, getting enough visibility.
Yeah, I don't really have the time for that right now, too busy with work + personal projects + life, D3 (games actually) is not part of any of those.
"Keep moving, keep killing" - sounds like a pretty mindless game to me.But I suppose I shouldn't be surprised; perma-Archon and perma-WotB are pretty mindless on live.
Well you know my stance on efficiency being the main motivator - IT SUCKS. But this is the same mentality behind BoA, right? The *only* fun in the game can come from killing monsters and seeing things drop.
PoE's system CAN be very fun.... when it's busy not being frustrating (but that's not the point). In order to adopt a system like that, though, someone, somewhere, has to cop to the fact that we don't need to be killing monsters 99.999999999999999% of the time in order to enjoy the game. And, well, based on some of the more-outspoken proponents of BoA, frankly, I think the ship has sailed on the idea that we can ever garner enjoyment from ANYTHING other than killing a monster and seeing an item drop.
Which ultimately leads us back to... efficiency. Kill more, kill faster, because that is the only "fun" thing in the game because we've socially-engineered all the rest of the fun right the hell out of it!
I think i like the idea of crafting a particular item with a white item as the base as long as it doesn't have a variable to searching for a base item with perfect stats, a at least I feel motivated to pick up whites though because the cost to craft includes common debris now and honestly it is way more fun to kill on PTR than live i have seen at least 12 different wiz builds that would never have a place on live.
One interesting (and not necessarily in a good way) thing I've seen in some streams is that some people's crafting seems to be limited by the amount of white crafting mats.
This. I've been searching for a white level 70 Moschen Sphere for hours now.
I've found plenty of legendary/set recipes already, and even some legendary crafting materials. When you salvage a legendary that you crafted, you get the legendary material back (source: @Monstrous, thanks for that info). So technically, the limiting factor is the white base item. It doesn't need to have any specific stats, but it needs to be a WHITE item (not blue or grey of same kind). You can't buy white items anywhere in RoS; every single vendor, even normal act 1 level 1 at the start has blues only, just checked yesterday. So you have to pick up whites in RoS - to save them as a base item for crafting legendary recipies, and to salvage them into white material.
You missed the point, what I was talking about is about having some use for every item that currently drops for you. In the case you mentioned, notice that in my example the only difference would be that the blue one would somewhat force the legendary random attributes to not be so random, and more according to what stats the blue already has. So, if I just want a legendary I can gamble with a white item, no big deal, it wont be 100% of the time a better item if I put a blue there, just that the odds would probable be better.
As I said, I think you're wrong in assuming that players, for the most part, will think "Oh, no big deal, the blue item only has a chance at being better." Instead they will think, "The blue item has a chance to be better - I'd be crazy to use anything else." And so there's no point to the white item anymore, other than filling the role of "not what I need."
But even if you're right, and the difference between a white item and a blue item in the craft is negligible, such that most players think using one or the other is "no big deal," then why bother having two options in the first place?
I personally find it rewarding with the current drop rate of white blue and yellow items to grab a few whites and salvage them to craft a pair of gloves or bracers. if i needed to examine every single white item for potential to craft based on it being the "best version" I think I would quit playing, it's one of the huge things that turned me off of runewords, you always had to have the absolute best base item and it wasn't worth it if you didn't. Also keep in mind the blizzard design philosophy is moving towards just keep killing rather than full inventory all the time. Keep moving keep killing; not stop every time a white drops, go online figure out if it has the maximum base stats is it going to work for what you are trying to craft, will it be the best, oh wait I just spent 10 minutes figuring out if a white item was "good enough', no thanks.
Well you know my stance on efficiency being the main motivator - IT SUCKS. But this is the same mentality behind BoA, right? The *only* fun in the game can come from killing monsters and seeing things drop.
PoE's system CAN be very fun.... when it's busy not being frustrating (but that's not the point). In order to adopt a system like that, though, someone, somewhere, has to cop to the fact that we don't need to be killing monsters 99.999999999999999% of the time in order to enjoy the game. And, well, based on some of the more-outspoken proponents of BoA, frankly, I think the ship has sailed on the idea that we can ever garner enjoyment from ANYTHING other than killing a monster and seeing an item drop.
Which ultimately leads us back to... efficiency. Kill more, kill faster, because that is the only "fun" thing in the game because we've socially-engineered all the rest of the fun right the hell out of it!
I think i like the idea of crafting a particular item with a white item as the base as long as it doesn't have a variable to searching for a base item with perfect stats, a at least I feel motivated to pick up whites though because the cost to craft includes common debris now and honestly it is way more fun to kill on PTR than live i have seen at least 12 different wiz builds that would never have a place on live.
I've found plenty of legendary/set recipes already, and even some legendary crafting materials. When you salvage a legendary that you crafted, you get the legendary material back (source: @Monstrous, thanks for that info). So technically, the limiting factor is the white base item. It doesn't need to have any specific stats, but it needs to be a WHITE item (not blue or grey of same kind). You can't buy white items anywhere in RoS; every single vendor, even normal act 1 level 1 at the start has blues only, just checked yesterday. So you have to pick up whites in RoS - to save them as a base item for crafting legendary recipies, and to salvage them into white material.