Favoured Gear Item Types
I guess that could be another qol mechanic and probably iffy to align with the vision, but i give it a shot. (the internal accumulation of currency stacks in my other post gave me this idea)
In short we could have a similar mechanic to favoured map drops (to ease you into it ;-)) this would be more of a I'd say yellow map mechanic, bridging the gap to favoured maps) I don't know how you control the drops, but if for example your system determines to drop a chest piece (or a dex one, i don't know how thorough it is) if one of your favoured items is part of that we could do: 1. roll to turn that chest piece into your favoured item and drop the item no matter the outcome 2. add to the internal accumulation, which means the item doesnt drop (x percent of the time, you still probably want some drop variance), but the internal counter for your favoured item gets increased (helps with clutter)
remarks
1. attribute requirement dependent, as it would probably remove too many items, but obviously, play around, we don't want the current too many items dropped turn into a too few items dropped 2. you could add variance to the accumulation increase by including the roll for the base type and the resulting level requirement 3. you could have 3 accumulation pools for normal, magic, rare items or use rarity as an additional accumulation bump. I guess the pools are staying true to the original rarity distribution intent, while the bump churns out favoured items faster There could be an interesting mechanic for target farming uniques, where you sacrifice your favoured bases or rares for a chance for a unique-fied base that wouldn't be your rare BiS But I'd say the unique variant would require an unlock, to make this mechanic interesting for end game farming Hmm... at least that would solve for the base types, and you got memory strands for better affix tiers. I guess that would help non-god-gamers to reach the endgame at base type wise and could help 24/7 exiles reach mageblood 1.05 times faster or however you define that I guess depending on how early you introduce the mechanic and how aggressively you prevent items from dropping (especially when replacing e.g. every weapon instead of just wands) the item filter could be removed entirely, but that would require constant management of your favoured items for every equipment slot, especially when leveling, that will only be annoying. so introducing that later in the game makes sense.(and how dare i suggest the removal of the iconic item filter, who am i? a D4-noob. it was just a brainstorm idea, and i'm mentally lynching myself right now for even thinking about it, ok? i'm sorry) idk, i guess removing some of the clutter and giving us a couple more items we'd want is still better than nothing, especially for white or yellow maps to add another thing to progress. I guess it could be good for ssf(-lite) casuals like me, but idk if it warrants the effort going into it. yeah i just leave it here as an inspiraiton for your next qol brainstorming session ;-) Last bumped on Jun 12, 2025, 5:56:38 AM
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