05-07-2003, 08:09 PM
DeeBye:
The current system uses a cost scaling based on the character level (except for rings and amulets). When a character gets to be of a high enough level to have a chance to gamble the exceptional or elite versions of the item, an additional cost factor is added in. This will cause jumps in the amount required to gamble the item as you gain the chance that the item will be better than the normal version. So in effect you are already paying the increased cost up front and do not really need a surprise of paying some money and then getting nothing for the item or suddenly and unexpectedly going very broke for what is probably a junky exceptional/elite item.
Just give a low chance (maybe like in version 1.06 or half that chance) that the item could be set or unique. Also look at opening it up to some of the other items that are not currently on the gamble list (charms, jewels, many of the class specific equipment and maybe runes).
Idw:
Yes they do depend on a seed value when first generated. The conversion process is probably using the already stored seed to set up these items as a new regeneration when you convert the character.
Quote:In the current system, that Light Plate also has a chance to be Mage Plate or an Archon Plate as well. Works for me.
Now say you got lucky with the gamble, and that Light Plate turned out to be a Mage Plate. It's better than a Light Plate, so it costs more. The ante goes up. Double, triple, or even 10x the original gambling price. Whatever it takes to balance it. Archon Plates go for even more, of course. The stakes were raised, and if you want to play you'd better have enough cash on-hand to meet the bet. Otherwise you have to fold.
The current system uses a cost scaling based on the character level (except for rings and amulets). When a character gets to be of a high enough level to have a chance to gamble the exceptional or elite versions of the item, an additional cost factor is added in. This will cause jumps in the amount required to gamble the item as you gain the chance that the item will be better than the normal version. So in effect you are already paying the increased cost up front and do not really need a surprise of paying some money and then getting nothing for the item or suddenly and unexpectedly going very broke for what is probably a junky exceptional/elite item.
Just give a low chance (maybe like in version 1.06 or half that chance) that the item could be set or unique. Also look at opening it up to some of the other items that are not currently on the gamble list (charms, jewels, many of the class specific equipment and maybe runes).
Idw:
Quote:Again got 28% chance guards... hrmm I wonder what those 'variable' unique stats depend on anyway.. some sort of seed value inherent to the item I suspect.
Yes they do depend on a seed value when first generated. The conversion process is probably using the already stored seed to set up these items as a new regeneration when you convert the character.