new patch, very rares, sideways conversion... not!
It took me a minute to catch what was wrong. I thought you were complaining about the thread cost (which, while ridiculous, was fully documented in the patch notes).
Then I saw it, and I laughed.
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So, um, it doesn't give you a pop-up to select what you want it to convert into? Have you not even tried it?
Oh wow.. Classic!
*slowclaps*
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Now that I've looked at the Rare screen, I think I get it now, but it's extremely not intuitive.
Or, it might just be me....
<.<
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Seeing that I can only assume it comes up with a very-rare reward table so you can select which one you want after you press the Create button. If so be careful what you pick!
Yup, no mistake here. I like it MUCH better than scrolling through an endless list of conversion possibilities.
So, um, it doesn't give you a pop-up to select what you want it to convert into? Have you not even tried it?
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As I said, not very intuitive though.
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I did a downgrade Uncommon (Spell Book one) got a pop up of the Common table and got to choose my Nanotech one. Worked fine for me.
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The side conversion was, I thought, supposed to be a solution to the obviously gratuitous penalty for selecting the wrong item, in a crafting system wherein different components of the same tier have no functional difference. Players are basically forced to write out an exhaustive list of all the components they need before they run trials, or else risk wasting their time for no good reason. The flavor text cart is pulling the gameplay horse.
I've seen many people express the above sentiment much better than I ever could in the countless forum threads leading up to this long-awaited patch, and yet here we are. There shouldn't be a meaningfully high thread cost for side conversions.
Oh, and yeah, that screenie the OP posted is totally counter-intuitive. The best thing you could add to a needlessly complex system, one that features frequent and irrevocable choices, is a head-scratching user interface. Not.
I applaud that the patch went through so quickly. Not thrilled about some of the details.
The side conversion was, I thought, supposed to be a solution to the obviously gratuitous penalty for selecting the wrong item, in a crafting system wherein different components of the same tier have no functional difference. Players are basically forced to write out an exhaustive list of all the components they need before they run trials, or else risk wasting their time for no good reason. The flavor text cart is pulling the gameplay horse.
I've seen many people express the above sentiment much better than I ever could in the countless forum threads leading up to this long-awaited patch, and yet here we are. There shouldn't be a meaningfully high thread cost for side conversions. Oh, and yeah, that screenie the OP posted is totally counter-intuitive. The best thing you could add to a needlessly complex system, one that features frequent and irrevocable choices, is a head-scratching user interface. Not. I applaud that the patch went through so quickly. Not thrilled about some of the details. |
You don't have to write down a list since your character carries it on them at all times. All you have to do is bind a key to bring up the incarnate screen and choose what you want to do first.
So a same-level sideways conversion costs 150 threads?
Really? REALLY?
That's... a rather steep conversion cost. In fact, it seems almost laughable, if not insulting, if that's supposed to be a serious attempt to provide a "reasonable" cost for converting one UR component to another.
Of course, we also still have the absurd INF costs for the high-end components, which effectively price the 4th Tier components out of reach of I'd guess 90% of the casual players and probably half of the hardcore players.
I know that I'm not the only one who's pointed out repeatedly that these prices are really only feasible for farmers. In fact, the complaints about the INF costs have been second only to complaints about the rewards drops. So why don't we even get an acknowledgement that anyone has so much as heard this?
K
I don't write down what I need. I wait till it's offered and then bring up the create screen to see what I need to pick.
You don't have to write down a list since your character carries it on them at all times. All you have to do is bind a key to bring up the incarnate screen and choose what you want to do first. |
I agree with LISAR...this is what I do...*shrugs*
And uh...I'm slow or something because I don't "get" what's wrong in the picture. Only thing I see is that to get a Living Relic (or whatever) V. Rare comp. you need to have a Living Relic comp. Did I miss anything else?
Edit: I see what's wrong....you have too many threads! Send them to me!
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I don't write down what I need. I wait till it's offered and then bring up the create screen to see what I need to pick.
You don't have to write down a list since your character carries it on them at all times. All you have to do is bind a key to bring up the incarnate screen and choose what you want to do first. |
Consider a tier 4 recipe. You have to look at your salvage screen to see what you already have, and then, one by one, compare what you have to the T1, T2, and T3 options available. Then you have to refer to several different T4 recipes to figure out which T3 is the best to craft given your available salvage. Then you have to click over to the crafting menu and to convert threads into the relevant components that you're missing. If you're short on shards and (like me, at least prior to this patch) overflowing with unnecessary Uncommons and Rares, you have to keep a running tally of which is safe to breakdown or not. All of this, just to decide which reward to take at the end of a trial that you have to repeat dozens of times.
I'm not saying it's impossible. I'm saying that it's needlessly complicated. And yes, it's much, much easier to write out a list ahead of time. That in itself is a failure of the design; the fact that there's no functional purpose behind the different types of same-tier salvage other than punishing players for picking the wrong item is just insult added to injury. Or injury added to insult, however you wanna look at it.
The side conversion was, I thought, supposed to be a solution to the obviously gratuitous penalty for selecting the wrong item, in a crafting system wherein different components of the same tier have no functional difference. Players are basically forced to write out an exhaustive list of all the components they need before they run trials, or else risk wasting their time for no good reason. The flavor text cart is pulling the gameplay horse.
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I don't write down what I need. I wait till it's offered and then bring up the create screen to see what I need to pick.
You don't have to write down a list since your character carries it on them at all times. All you have to do is bind a key to bring up the incarnate screen and choose what you want to do first. |
I keep mine in the same power bar as my incarnate powers.
My real gripe about Incarnate salvage was ending up with so many uncommon pieces and they really aren't needed all that much compared to common. To get a tier 4 you need a total of 1 Very Rare, 2 Rare, 2 Uncommon, and 16 Common. At least now getting an Uncommon isn't too bad since you can convert it to Common which you probably need more.
I agree with LISAR...this is what I do...*shrugs*
And uh...I'm slow or something because I don't "get" what's wrong in the picture. Only thing I see is that to get a Living Relic (or whatever) V. Rare comp. you need to have a Living Relic comp. Did I miss anything else? Edit: I see what's wrong....you have too many threads! Send them to me! |
hehehehe... no such luck, sorry.
Actually there's nothing wrong, per se. I thought there was when I looked at it at first, and I did look for more than thirty seconds, but my brain didn't click to what was expected. I did think I had to have a Living Relic to create a Living Relic. It's okay, point and laugh. I don't mind.
I did figure it out, hence the "EDIT" on my original post, and my follow up post.
Someone asked didn't I even *try* it, but as you can see in the screenie, I couldn't have - no VRs in my bucket.
I do feel dumb for not getting the interface and having to have it explained, but... as obvious as it seemed to some folks, it wasn't to me.
I'm kind of surprised there's a discussion continuing.
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I'm not saying it's impossible. I'm saying that it's needlessly complicated. And yes, it's much, much easier to write out a list ahead of time. That in itself is a failure of the design; the fact that there's no functional purpose behind the different types of same-tier salvage other than punishing players for picking the wrong item is just insult added to injury. Or injury added to insult, however you wanna look at it.
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I still disagree with the idea that a sideways conversion costs significantly more than the breakdown worth of the item. It feels like a serious disconnect in determining the worth of any component. Besides which, breakdown amounts seem completely random. I'm not sure who came up with the numbers, but they don't follow any pattern.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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hehehehe... no such luck, sorry.
Actually there's nothing wrong, per se. I thought there was when I looked at it at first, and I did look for more than thirty seconds, but my brain didn't click to what was expected. I did think I had to have a Living Relic to create a Living Relic. It's okay, point and laugh. I don't mind. I did figure it out, hence the "EDIT" on my original post, and my follow up post. Someone asked didn't I even *try* it, but as you can see in the screenie, I couldn't have - no VRs in my bucket. I do feel dumb for not getting the interface and having to have it explained, but... as obvious as it seemed to some folks, it wasn't to me. I'm kind of surprised there's a discussion continuing. |
Ah okay I understand now; you give the system a Living Relic and 150 threads and then you get the pop-up window for what V. Rare comp. you want....yeah a bit convoluted in the way it's worded but....*shrugs*
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I'm not saying it's impossible. I'm saying that it's needlessly complicated. And yes, it's much, much easier to write out a list ahead of time. That in itself is a failure of the design; the fact that there's no functional purpose behind the different types of same-tier salvage other than punishing players for picking the wrong item is just insult added to injury. Or injury added to insult, however you wanna look at it.
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Actually there is a functional purpose for having different types of same tier salvage. It's to keep the vast majority of the player base from complaining about yet another type of currency. Think about it, what's the functional purpose of invention salvage? Nothing. Plus, given how little salvage there is at each level there is rarely a wrong choice. You'll probably need it for another power later on.
* To create a Tier 4 you need 2 Common salvage, 1 Very Rare salvage, and any 2 Tier 3's from that tree. As long as you're happy with your first Tier 3, exactly what the 2nd one is isn't very important. You just need to build it.
With those conversion costs you could argue that the system rewards foresight, but only by ten percent. Even if you pick the wrong thing every time, your costs will not be more than ten percent higher than the person that picks the right thing every time. That's not a huge disparity to provide a meaningful but not excessive benefit to either being lucky and getting what you happen to need or planning ahead enough to pick what you need consistently.
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Still, it's only 10% of the cost if people are actually paying that cost. The sideways costs for Common, Uncommon, and even Rare range from trivial to acceptable, because it's at least plausible that a lot of people would pursue them through brute-force thread conversions -- but using threads to buy Very Rares seems to be very heavily discouraged. If I got the Very Rare through a reward table or through a straight-up Empyrean Merit trade, then it's hard to look at 150 threads as a minor proportional expense. (Actually, don't E-Merits break down into 20 threads? So 30 * 20 = 600, which means that the sideways conversion can be considered as much as 25% of the cost, if you're using the seemingly approved method for obtaining Very Rares.)
On the other hand, you don't need very many Very Rares, and you probably should be expected to select them carefully.
Frankly, I'm more annoyed with the underlying design that seems to prioritize flavor text over functionality than I am with these conversion costs.
I can't be the first person to notice this....
This is going to make VR conversions kind of impossible....
EDIT: okay my bad, but really.... a few words of text to explain would hurt?
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