MXL: Sigma Announced

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Myth0s
Acid Prince
47 | 1
Sigma is coming when we're all old and retired so that job or school can't take away our focus from the game. We'll play sigma until we die.
Chrysamere
Pit Knight
100 | 0
random thought: in sigma could we have a different sink for SSU/ SSSU items next to cataclyst of learning?

maybe some "lucky disenchant", like chance to get some new good MO or any craft stuff out of it?

I mean anything to help that every people try to sell 70x unique items but noone buys them
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evil_potato
Mangler
458 | 51
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Myth0s wrote:Sigma is coming when we're all old and retired so that job or school can't take away our focus from the game. We'll play sigma until we right before we die.
Pain
Azure Drake
162 | 12
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Chrysamere wrote:I mean anything to help that every people try to sell 70x unique items but noone buys them



No one wanna buy them bcoz they're useless crap easy beatable by mediocre craft. So the best way is to do them not so useless/remove.
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SnakekillerX
Cultist
20 | 3
Figured I'd post this here as a reminder/re-suggestion.

Its something I proposed to Whist a few years back for making a MAXimum required level item.
Basically it would be a special class of equipment that it used to speed up the start of the game. The items would only be found in a special area in end game however, so its purpose is to be used when making new characters. (twinking)

Below is a test bow with Wolf Stance on it. The buff is a bit outrageous, but done so on purpose.

Image

Notice the item spawns in with a Required Level 1 on it, but has a mod that reduces the required level by 41. (this makes the item effectively -40 level requirement)

It then adds +4 to required level (based on player level) so by the time you reach player level 10 the effective level requirement of the item will now be 0.

I'll make it a bit clearer to see how it functions..

Item starts at Level 1 Requirement and has -41 Level Requirement (1 + (-41)) = -40
+4 level requirement is added per player level.

Player Level 0 = Item Required Level -40 (players start at level 1 though, so this is just for item programming reference)
Player Level 1 = Item Required Level -36
Player Level 2 = Item Required Level -32
Player Level 3 = Item Required Level -28
Player Level 4 = Item Required Level -24
Player Level 5 = Item Required Level -20
Player Level 6 = Item Required Level -16
Player Level 7 = Item Required Level -12
Player Level 8 = Item Required Level -8
Player Level 9 = Item Required Level -4
Player Level 10 = Item Required Level 0
Player Level 11 = Item Required Level 4
Player Level 12 = Item Required Level 8
Player Level 13 = Item Required Level 12
Player Level 14 = Item Required Level 16 (item becomes unusable since your Player Level is now higher than the Item Required Level)
Player Level 15 = Item Required Level 20
Player Level 16 = Item Required Level 24


In retrospect it would have been easier to work with simpler numbers, but the effect is the same.
An example of simpler numbers:

Item starts at Level 1 Requirement and has -14 Level Requirement (1 + (-14)) = -13
+2 level requirement is added per player level.

Player Level 0 = Item Required Level -13 (players start at level 1 though, so this is just for item programming reference)
Player Level 1 = Item Required Level -11
Player Level 2 = Item Required Level -9
Player Level 3 = Item Required Level -7
Player Level 4 = Item Required Level -5
Player Level 5 = Item Required Level -3
Player Level 6 = Item Required Level -1
Player Level 7 = Item Required Level 1
Player Level 8 = Item Required Level 3
Player Level 9 = Item Required Level 5
Player Level 10 = Item Required Level 7
Player Level 11 = Item Required Level 9
Player Level 12 = Item Required Level 11
Player Level 13 = Item Required Level 13
Player Level 14 = Item Required Level 15 (item becomes unusable since your Player Level is now higher than the Item Required Level)
Player Level 15 = Item Required Level 17


This is the same outcome as the pictured example but its easier to think about because the starting required level will be equal to the level you'll be when the item expires.

Anyway, thought I'd bring it up as Whist seemed interested some years ago about possibly using it for Whist mod but I haven't reminded him about it since then. Also, it would be interesting if the initial minus level requirement could randomize a little as well (-14 to -20) allowing for the item to be used for an extra few levels if you are lucky.
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Tybxx7
Jungle Hunter
27 | 0
^ this seems...weird.

But .. maybe I'd like to see it to be used in a smart way. Support twinking is...strange idea, isn't it? But yeah, sounds like a nice uber concept that could help to achieve replayability. PoE has that Tabula Rasa armor, that is uber-twinking. It so fun, too!

Not sure if MarcWhisto would like it, though.
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Marco
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it would be probably simpler on our side to just implement a "maxlevel" stat. Either way, adding support to twinking isn't really in our priorities :)
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SnakekillerX
Cultist
20 | 3
Yeah, this was a while back like I said. (several years ago)
Can you randomize the "maxlevel" stat?
Eittin
Invader
8 | 0
This looks awesome and cannot wait! I just hope SP is just as enjoyable as multiplayer will be, its harder to find time to play these days.
Crixus
Fallen
1 | 0
can't wait for this update to be released !!!!!
playing diablo & diablo 2 from 1999 !!!! and im currently 28 yrs old with a family !
and i wish to say a HUGE thanks to the dev's of this masterpiece mod for d2 !!!
is there any EXPECTED date of release of the SIGMA update ? =)