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Here is a visualization of the current progression curve and what the issue is, and how we can address the issue for maximum player retention of the more dedicated part of the player base, who conceptually are more likely to spend money on MTX due to emotional attachment/time investment.

When we are in the late-game gear min-maxing stage of gameplay, LP uniques are almost always involved and when you get a LP unique for your exact build it first gives you hope that you could get upgrades but if it fails to land, not only does it psychologically invalidates the time you spend playing from the last time you had an upgrade to the time when you get the LP item to drop, also it also consumes a usually high power-level exalted item while we are at it as well, and this is exactly where the frustration comes in, because it's layers and layers of RNG(from dropping both the LP unique and the fodder base and crafting of said fodder base) gated by a final layer of RNG that gives you negative progression(consumed items in a case of a fail)

Now we can also establish that the current monolith already gives a lowish reward for climbing corruption (according to Mike), in addition to the difficulty of T4 dungeon being relatively low(usually achievable when a build is capable of doing 3-400c), the pay off you get from gear progression at late min-max stage(which results in you either being able to farm a given corruption more efferently or enable you to farm at a higher corruption) is very low. As a result, the upgrade we get from gear progression is already mostly for personal fulfillment rather than tangible rewards.

We have now a full picture of the cache system, a slam gives you seemingly powerful upgrades but is negated by low rewards given by the game itself, which means low positive outcomes. On the other hand, we have in the case of a fail, a negative progression consuming 2 good items at the same time, resulting in a high negative outcome. This is exactly why it feels unrewarding grinding a long time.

visualization link

Now this all comes back to my proposed solution to the problem, which is to introduce an ultra-rare crafting mat that allows you to revert a legendary item to unslammed base unique, which acts like a consolation prize that gives players desperately needed comfort and hope in frustration of a failed attempt. We also do not introduce more determinism in the system, which would make it optically broken. The scarcity of the crafting mat can be engineered to make sure that it does not globally give easier access to power level at all stages of progression, aka it can have a capped drop rate in consideration of added rarity and it can be gated behind a high tier dungeon boss, a certain corruption threshold, a certain arena wave number, or even a random encounter in high corruption monolith, etc, which gives players a reason to push their build aka playing the game in the first place.

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11 months ago - /u/moxjet200 - Direct link

Your logic is sound. I’ll take this to our design team to discuss. Thanks for taking the time to write this

11 months ago - /u/moxjet200 - Direct link

Originally posted by Samjok-o

Thank you so much Judd. Also, please consider my Rune of Favor idea as well (and consider many others too, if you can), there are plenty of ways to mitigate the terrible feeling of complete loss of progress:

https://i.imgur.com/4UMxWfD.png

https://i.imgur.com/oKAlkb6.png

Love the visual mock-up! This would be a very powerful material - I’ll put it in the same discussion thread on our internal channels

11 months ago - /u/moxjet200 - Direct link

Originally posted by moxjet200

Your logic is sound. I’ll take this to our design team to discuss. Thanks for taking the time to write this

Getting back to you on this! We discussed this in our design meeting today and the team agreed that what you’re pointing out is a real issue that we want to solve and the issue is two-part: the disappointment when a unique with LP has a worse than hoped for outcome with a large time investment but also the slower than ideal continued item progression very late game which puts so much emphasis on these moments. We’re looking to solve this with item factions giving an increased rate of item progression late game in their respective bonuses. We decided that we don’t want to have a crafting material that reverts a legendary craft but rather provide ways to have more chances to obtain these types of crafts more quickly. We suspect that item factions and our plans around them will help this tremendously, though if we see that this doesn’t help in the way that we’re hoping we will continue to iterate.

Thank you for raising the topic, it turned into a good discussion with the team and the suggestion was considered, debated, and the team feels like we have a good path towards the solution. The team is always excited by new crafting material proposals, haha!

11 months ago - /u/moxjet200 - Direct link

Originally posted by moxjet200

Love the visual mock-up! This would be a very powerful material - I’ll put it in the same discussion thread on our internal channels

Have it queued to talk about these in an upcoming design meeting