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Posts
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Joined
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Quote:Except that he doesn't actually address the question of the stock of time across diverse groups. The only times that were addressed were those of optimized groups even though merit awards aren't determined by the maximum efficiency but rather by the average efficiency as determined by the devs actually getting that information from the servers. As I have been saying since the very beginning of this argument, bringing up a single completion times does not represent an accurate average whatsoever for merit awards. The devs do not use a single completion time to determine the reward of a TF/SF. They use a compilation of every completion and then arrive at a conclusion from there.
Now, if you want to make a case that there is a problem with the accounting of variance in the completion times of TFs and SFs, I might have to agree (from what I've seen, SFs have much lower variance in completion times so the theoretical opportunity to be more efficient is lower), though I'd want to get that information from the devs rather than from anecdotal evidence. Of course, when you're assuming for variance, you also have to realize that this means that, while you have less chance (assuming standard probabilities of arriving anywhere within the normal curve) of being more efficient, you also have less chance of being less efficient, which actually occurs with relative frequency for blueside tasks. Variance is not a one-way phenomenon: in order to be able to optimize for greater efficiency, it has to be possible but difficult to do things faster than average while substantially more common to run longer than average. Variance such as this means that the average group is going to get less than the desired merit award while skilled groups are going to get more than the desired merit awards.
Umbral you could not be more right about the variance, being a heavy TF participant, since I do depend on merits to buy the recipe I want, I can tell that variance for blue side for TFs is quite a bit looser than SFs.
Take Positron, when done with 3 people with stealth, it can be done in a mere 90 minutes or less, I done it. Normally in a decent PUG it takes about 150 minutes, take a not so good group you are talking about 210 minutes. When devs allegedly claim that we should earn 1 merit per 5 min, the 66 from Positron would indicate a mission duration of 66*5=330 min as the expected length for it, of course there are modifiers to make Positron appealing due to length, I believe its a 20% bonus, so the mission expected duration would be about 270 min. Still well over the top from average not so good PUG time.
When you go to red, as you mentioned Umbral, the red metrics were likely taken when a great deal of speed players were zooming thru the SFs,and the database became quite biased. Red side did not have a rich historyy track as the blue side to achieve a reasonable mean time to do the TF. As a result, the average PUG doing an SF do not get to break even with the merit each 5 minutes, and the overall merit yield for the effort is thus depressed.
Another problem red side, which is not entirely a dev fault, is the time it takes to form an SF versus TF, the time differential is quite marked and is really a population issue more than anything else, besides the point that doing SFs for merits is kinda pointless in many instances. This may be a reason why villains favor ITF and LGTF so much, they lack the SF penalty (ha ha ha).
Hugs
Stormy -
Hi:
Been reading lots of posts over how to fix red, merging markets and what not...
So it occurred to me, why not go beyond merging markets, merge the whole thing.
Have it where you hop into a submarine in special zones, which takes you to PI or Grandville accordingly.
The aggroe ranges for guards of opposing factions are doubled, or better yet your alt threat range is say doubled, so it can simulate your not being welcomed there.
Contacts for missions or TFs, they should not really care that much what side you are on, possibly one could explain this attitude, as the contact is using the super powered individual to achieve their needs. A Hero Contact, may snicker on how it used a villain to attack a Malta facility, a Villain Contact would find ironic the use of a hero to further the means of Arachnoss by having the hero attack a CoT base.
Markets being merged, because a salesman in general does not care who buys their goods.
So if we can get beyond our inhibitions, a merging is actually not that difficult to conceive or explain.
By doing this, any player AT can experience any content freely, and if there is a nurf red perception or not, the player can do the best of both worlds and avoid the worst of both worlds.
Hugs
Stormy -
The whole red side problem is quite diverse, no simple single fix...
I do tend to perceive that the SF merit earning is inferior per stock of time to the TF system. I believe a poster above did a good job contrasting those.
I would like to see FBZ be a co-op zone, if anything to give red side access to high merit earning activities, while the developers make some for the red side (if ever). This suggestion, is a band-aid, but its a relatively easy band-aid to do while the tough SF development occurrs.
But when I think of this, its all irrelevant, when GR comes along, I will be able to move my Lady Villains from red side to blue, and thus enjoy a much greater variety of TFs to do (with reasonable merit aewards), mission threads and especially much much greater variety of enemy mob groups. Frankly Red side, Longbow are excessively used, not sure if there are any story threads they are not involved at one time or the other, if there are threads with out Longbow, I would think they are very few...
It saddens me, that I will be totally abandoning red side, and see all that work done by developers on red side being essentailly forgotten or unused. I certainly do not intend to return to red side after switching sides, unless a redeemidable upgrade or improvement of the red side is done.
So as an after thought, maybe nothing is needed to be done for red, it may be beyond repair unless quite a great deal of effort i splaced into it; which I would be lead to believe is hihgly unlikely
Hugs
Stormy -
Hi:
With the return of the 5th Column, Bricks' inhabitant mob groups had been altered quite a bit. While once there were Crey all over the place, they have been massively replaced with 5th Column and Freakshow; while this may not seem much of an issue, several story threads and TFs require the hunt of Crey at Bricks in very large numbers.
While you can eventually find the 50 Crey in Bricks, it is frankly annoying, when the Crey is in short supply because they were massively replaced by other mob groups. Since there are no hunt missions for 5th Column nor Freaks in Bricks, can you replace some from both groups with Creys, please? Or reduce the hunt number of Creys would work too; after all there had to be a correlation of hunt number to mob availability, if you reduce the availability of the mob by more than half, should you not reduce the hunt number by more than half?
As a side suggestion...
The return of the 5th Column has also impacted other zones, mainly Boom and IP, who has TFs calling for the hunt of Council. While it is cute to see the 5th column obliterate the council, it is very annoying to see this occur when you have to hunt the Council to meet TF hunt requirements. In these zones, since there are TFs that require hunting Council, can the "war" between these two not be played out in these two zones, and say moved to FF where there is no hunts for either? or perhaps let the Council win more often? or reduce the hunt values to account for the new imposed rarity of the hunted mob?
Hugs
Stormy -
My wish giggles was for fire tankers be able to feel and behave like a true tanker, they need inherent Knock Back Protection thru fire shield and immobilization thru fire shield as well. Having to use burn to break free from iimobilization, is hardly practical for one burn scares mobs away which is anti-tank doctrine to begin with, and it does not provide a permanent immob defense as real tankers has thru buttons or toggles. I know buttons are not quite permanent protection as a standard, but if properly enhanced they can provide reasonably permanent coverage.
hugs
Sue -
Fiery Aura also provides MAG 12 KBP and MAG 12 Immob protection
Hugs
Stormy -
Mmmm
Sharker, I really did not meant to say all with money, achieved it through external to the game sources, but I do believe this external to the game sources has influenced prices in the market by making influence much more available that it would be otherwise, think of it as inflation (when you print too much money with out backing, the unit value of money drops, and therefore you need to pay more money for whatever you buy).
I will admit, with regards to the white pricing of salvage or any other salvage in fact, Sharker you are right, a little bit of patience will definetely pay off. I usually place my bids for my salvage and continue on buying other salvage for other recipies, usually after I bought a couple of salvage, I get my salvage at the bid I made a few minutes ago. I also know which recipies I am planning to acquire in the next couple of days and I do in advance place bids for the salvage they require as well, saving me lots of influence in the process.
Never the less, as I did say, I like the idea of merits letting you buy what you actually want, the very essence of this ability does provide a sense of check and balance to overall system. I still would like to see the merit system extend to Purple recipies, and all forms of salvage as well. Further more, it would be nice if AE Tickets, and yet another form of pseudo-currency, be adapted to work as the merit system does with regards to choice. But again, I like to see lots of chioces and versatility, does the AE ticket system needs to be evolved, not really; but it would be nice.
Stormy -
Hi:
I did mention in my post that there would be issues, but I really was after a more cinematic feel for the combat. As another player indicated, I do often mix leap with martial arts attacks and do get some rather impressive visuals. I can also agree that fire while moving would not make sense either for certain powers, for example Snipe would not make sense while leaping!
I do agree there could be some game balance concerns, for some "jousting" like attack effects could also be experienced as well.
But the suggestion was merely for cinematic flavor.
Sue -
Hi:
I remember reading comic books, and watch my favorite heroes shooting their pistols as they jump, fly, bounce of a wall or what not.
In the game, our heroes run to a spot, shoot, then run again; not very cinematic if you think of it.
I will confess game has improved a lot from the stop, do something, move, stop do something. As a whole, many of the defensive powers had a similar stop and go effect, but thankfully those graphics had been sent packing and you can activate many of your defensive powers as you run, fly, jump or whatever you doing with out stopping.
I think, it would be nice if we could attack as we moved with out stopping.
I'm not sure how heavely the attack graphics would get changed, to allow for this suggestion, nor how much more work would be involved with it, perhaps it could be a I20 type improvement.
Hugs
Stormy -
Hi:
I like the idea of being able to get recipes through merits, which allows me to avoid the hideous over-pricing of some recipes; of course as some would say, as long as someone will pay that much for them, they will be priced as such..way to go Ebay and ******!
Just as recipes are being hideously priced and manipulated, salvage is no different and subject to price gauging, of course as long as folks are willing to pay such amounts for them, the practice will continue.
I had always hoped for a game alternate to control or limit how bad the gauging can get to be, for us players who play casually, have not so good luck, or do not buy influence from busineses such as ******* or Ebay. I feel the merit award system does limit som eof this, after all just do a few TFs and you can have any recipe you want wit the exception of purples; would be nice if you could buy purples as well.
With regards to random rolls at AE for recipes, its a waste for me, I always get some lame status effect recipe, and of course of a level I do not want. I would really like to see AE have tickets exchanged for specific recipes and salvage, any type common, rare or what not. Obviously the amount of tickets one could store would have to be more 9999, so reasonable exchange rates could be set.
But anyway, I am for allowing commons to be acquired through AE tickets.
Hugs
Stormfront -
Hi:
Lately I have done several respec Trials and at times the entire group was hoping for more of a challenge.
So it occur to me, why not set up the trial to be like the other "Master" TFs, but besides the normal limitations, you can't heal the reactor core.
If you complete the trial, you get a shiny new badge to brag about :<)
Stormy -
I really hate how things can go crazy for really no reason, just because some people have to be ugly.
As I said before, when I made my original posting in suggestions I essentially said:
I have powers in some of my ATs, say Axe for my Tank, clearly says the effect of using it states it knocks-up. When I go fight mobs, I use that one power, and the foe is knocked clearly across the room. Annoying to me, to be frank and a departure to what the power description says that power is supposed to do.
So foolish me for asking if there was a way to avoid the conversion from Knock-up to Knock-back
That is all I asked for, as I confessed before, I was not familiar with the mechanics of the game.
So while mostly insulted and flamed, slowly the mechanics on how IOs and SOs actually work over the powers with Knock effect are actually impacted. Yet no effort was made to look for ways to accomodate my very simple request, or really explain why such a request was so earth shattering if attempted to accomodate.
After learning the basic mechanics, I really could not think of a way within those mechanics to accomodate my desire for powers to retain their original definitions, and the use of a Knock IO or SO would result in a greater chance of a Knock effect to occur, and not automatically translate into a Knock-back effect instead.
So I thought, since I really don't master the subject sufficiently well to make an intelligent suggestion, perhaps going thru Player Questions, I could find someone who would understand what I really wanted to accomplish, and may be able to tell me how it could be accomplished.
So once more, foolish me, I came to this thread seeking for someone who may actually have an idea on how to accomodate my desire, or at worst explain why trying to satisfy it was really more trouble than it was worth.
A potential solution as some has referred, is to simply do not slot any IO sets with KB recipies. Others have correctly said, one has a choice if one wants that extra defense then the knock-back comes with the territory or if you don't want the knock-back then accept the lesser defense. The question I would ask, is this choice really needed, it is now, but can the system be changed, so the question would not be needed to be made?
Before this thread, I did not know how difficult it would be to allow KOs for knock-ups to simply be an increase of MAG alike Mes powers. Now given Arcanaville's explanation, so the per force trade-off can't be avoided.
It is sad that the mechanics which were established well before IOs can not be changed with ease, to allow for different Knock mechanics (up/down - back).
A fortunate situation is that not many 6 slot recipies saddles us with KO recipies, so the impact of them can be mitigated to an extent.
This is as best as I can my explanation of why I started in suggestions and then why I came here.
Stormfront -
Thank you Arcanaville and Finduilas for taking the time in giving a constructive and useful explanation. My gratitude to RobertoLyon for defending a Lady's honor.
To answer a few questions, I have tried in another thread (Suggestions) to suggest a way to stop having my Knock-down converted to Knock-back when a KB is included in a set. What I got, from some of the names above and many others is the standard: You are an ignorant fool, stupid, learn the game, etc. Instead of a clear reason of what I have asked or suggested is dumb; it seems the folks simply stating I am stupid is a totally compelling explanation.
To be honest, when I did make the suggestion, I did not know the exact mechanics on how Knock-down/back actually worked; all I knew was what I was experiencing in the game, and frankly did not like, and wanted to see if it was possible to make changes to accomodate my desire. In that thread some of the mechanics were explained, but no attempt was made to find a way to remedy the issue, just an explanation of how things work, which did explain the why things worked the way it did.
So I turned to the player help thread, expecting to take my understanding and the how to possibly fix this to the next level. Arcanaville, and Finduilas provided that input I been asking and the consequences that went with them; they did not have to call me names to replace intelligent information exchange.
I respect some of the practical solutions some of the players proposed, I think they are well intentioned, and perhaps useful, but those solutions are more of live with it kind of thing, than try to fix it, its like having a broken tooth, and told to chew with your other side as a permanent fix.
I always thought, a healthy discussion on new ideas, game upgrades, game changes to be a good thing to keep the game dynamic and more fun. Thruthfully not all suggestions will be great ones, nor all will be bad. I wonder those who has so much fun maligning me, how many suggestions they made (if any) and have any of them been implemented by the devs? Have they contributed any? As stupid as I have been portraid to be, I had several suggestions actually instituted, for example, when you go to tailors, you have a chioce to get a whole motiff set up front as opposed to have to go the different parts of the uniform and set them, it was my suggestion. So yeah, I may not bat 1000, but at least I have the courage to go to bat, and have hit the ball out of the park a few times.
Stormy -
I am a bit at a loss
There is a basic expansion you can buy for $30, then you can buy an upgrade to a deluxe set up.
Can someone tell me exactly what this upgrade consist of? Is the deluxe going to have content that the basic expansion will not have, is it content above and beyond the contents purchased thru booster packs? What do I get, that is so special? I am not that concerned with using new powers ahead of schedule.
Hugs
Sue -
Quote:I don't see ANY of what you're talking about in the OP.
The OP wants the Melee defense of Kinetic Combat without the proc adding extra KD to the EXISTING KD in their attacks, which turns it into Knockback.
To the OP: As was mentioned, you don't need the proc. Get everything else from the set, and you have the defense. Unless you're running a stoner and want the +movement, there's no reason to take the proc.
Your understanding of KD/KU/KB is a little off. Here's how it actually works:
KD is KB of less than mag 0.75. If the attack does more than 0.75, or has two effects that when added total more than 0.75, then the enemy goes back.
KU is just like KB, but on a different vector. KU less than 0.75 is still effectively KD, but raising it over 0.75 makes the enemy fly UP, landing fairly close to you.
KU and KD/KB do not add. Having large amounts of each result in the enemy flying up AND back.
Thank you Roderick, at least someone read my post with a neutral mind...
I regret using the Kinetic Combat as an example, which some took as a license to flame in as many ways as possible. No need to even read what I wrote, the temptation to flame was just to great to have the courtesy to read what I wrote.
All I want is: To stop Knocking away a mob each time I hit.
I see as aprt of the problem that some sets forces the KB effects, some cases you need the full set of 6 if you want quicker recharges, better regen, and what not.
I believe Roderick did understand the intent of what I want, all I want is for knock down/up powers to remain as such regardless of the MAG Knock capacity your alt may have.
If you have powers that are specifically Knock-back, I have no issue on how the MAG increases work with them.
Basically the intent of this thread, was to capitalize from all of your knowledge and experience on how to best address what I am asking for, and be able to intelligently phrase a suggestion on how to achive it.
Perhaps by the sheer poison in most of the responses, I am lead to believe, what I am asking is incredibly horrible, game shattering, and what not. Perhaps due to my lack of understanding, I fail to see it. Maybe you can break out the box of crayons and explain why so?
Stormy -
For those with the hidden agenda, can you please tell me what that hidden agenda is?
I simply and clearly said, I don't want to have to go chasing each mob I hit all over the map every time I hit them, and I sam eeking a reasonable solution to that!
What is your problem with that?
I been systematically replacing the Kinetic Combat KBs with the other incredibly much more expensive choice, that has reduced some of the hit and chase annoying situations.
I still would like to see a "MAG" increase only to be used in a test to see if the mob is affected by the knock effect, with out it automatically becoming a knock-away effect. I do understand Knock-away is great, and do use it with my Blasters, but for my melee its simply annoying.
I wonder about those who ciritique my ignorance on the subject matter, I thought comming here was a way to get a better understanding and be able to propose situations and get feedback which are constructive and educational. Did I miss-understood the purpose of this specific forum?
Once more, please explain, why asking this is such a horrible, earth shattering issue?
Stormy -
I seek understanding and perhaps a means for a solution...
I have several scrappers and tankers, being melee based, I end up using Kinetic Combats to acquire the desperately needed Defense against Smash and Lethal.
Among the Kinetic Combats there is a recipe which does extra knockback.
While my Axe tanker alledgedly does knock-down and ups, because of the Kinetic Combat Knockback IO, like my Scrappers as well, the game exprience became a Hit, knock the mob way away, run after it, be ranged pummeled by the mob, get melee struck by it when I get next to it, I hit and knock it away, run after it, get ranged pummeled, melee strucked by the mob, get my hit and subsequent knock him away, rinse wash and repeat.
This chasing of the mob, is quite annoying, yet I need away to make my Tanker and Scrappers more survivable using the game sets.
I know someone will reply with, just don't use that set. While its easy to say, there are no other sets that would provide me the effect I need for survibabilty with out the blasted knock-back effect.
As I understand, somehow the MAG strength of the Knock effect, reduced by the victim's inherent resistance to Knock dictates how far you are knocked away. Thus if the effect is 1 or less, you are effectively knocked down/up, greater than MAG 1 you are knocked away.
Am I understanding this right?
Would suggesting to the devs to re-look at Knock effects, and split the two into different effects, where MAG is used to see if the effect goes off in the case of Knock-up/down and have no knock away effect regardless of the MAG effect difference; while Knock-Back continues to work under the same mechanics as it is now?
Hugs
Stormy -
I would like to see more level 50 red zones, with out longbow content, please use another filler group.
I really enjoyed the early thread with the Snake-men, would be nice to see more work in developing that villain group, their own main zone would be so cool.
Stormy -
Something funny occurred to me, but may be an issue later on...
The Valentine's event requires a hero group to have a villain to complete a mission, as well as a villain group to have a hero to complete mission.
If you are a Rogue or Vigilante, can you fill the requirement either way?
Stormy -
Quote:And I think here is a huge reason not to do this.
Not a slam against P_P, because I have absolutely zero problems with dual or triple boxing if you have the setup to handle it - but to grant even more rewards to it in the form of extra XP seems wrong.
To begin with, folks with 3 accounts and being able to run all 3 at a time, I would think to be rare or the exception as opposed to 90% of the players fitting that profile. Your atttitude of saying "no" because some may abuse it, may not be a good reason to deny it. Please consider that perhaps 10% of the players could abuze it; so you would advocate that 90% of the honest players should be punished over it. I also frankly doubt that 10% of the players has 3 accounts or more, I would suspect the percentage is much smaller than that.
If you notice in my posting, I actually made a point of asking, what is the reasonable number for a group? Part of me thinks whatever are the minimal requirements of the TF should set the threshold. So sure someone could triple box Positron, ha ha ha, go for it! After all the harrassment he will experience, let him have the bonus, frankly its not worth it. In the case of threads, 4 people would be in my opinion a reasonable group size, allows for nice AT diversity in the group.
What I have not seen is what should the leader reward be?
I did see a badge suggestion, that is a very good start!
I could see a doubling of the percent chance to get a recipe at the end of each mission, since the chances of getting something really good is miniscule, doubling miniscule is not much, but is a little recognition for leading.
Stormy -
I think, you all are being kinda mean to the OP.
Often many players do not want to lead, and many TFs do not occur for no one will step up to the task. Yet as soon as one does, its amazing how many players "suddenly" develops interest to play the TF.
Now, as some of you posters have indicated, if the rewards for leadership are so great, how come there is such reluctance for folks to lead? There seems to be a contradiction somewhere, one would think if the leader awards were so great, then no one would want to play unless they were leaders, but we do know that is not the case. So in retrospective, many of the other poster's assertions, that the built-in rewards are enough, may be at best questionable.
So I tend to agree with the poster, than some sort of bonus for the leader is actually appropriate.
Now the question is how much, and what issues should be addressed with this:
1. For instance, the ugly disconnect, and the leader is not the leader anymore. How you allow for this?
2. How much, different tasks are more complex than others, say leading a Hammi raid team, versus a TF team, versus a thread mission team, versus a scanner/radio team, etc. One would expect the bonus awards to be different.
3. Should there be a minimum team size, to get such a bonus?
4. Should a proof of leadership be achieved to get prize? Such as TF takes normally 120 min, but leadership was such it took 100 minutes? Despite that Dev metrics is 100% against good leadership, tactics, team and composition; while the Devs only recognize as good: 100% kill all, be dumb and inefficient, the longer you take the more politically correct you are.
5. Anyone can think of other situations that must be accounted for?
Hugs
Stormfront -
Quote:Ah, I now understand what you meant. That is a tough nut to crack, SO's below level 25, maybe the merit vendor should sell those SOs along with the IO recipies, and I can see why you suggested to trade merits for SOs. I am all for it, now that I understand your situation. In my case, I do sewers and TFs to level rather quickly, and as a result I don't bother enhancing my powers until level 22, which I normally achieve in two to three days max; thus buying enhancements for those powers simply does not make sense; as opposed to you who tries to enjoy the game and take your sweet time; unlike me who simply swallows the food, ha ha ha...While that's great advice for a new player who's planning ahead for the future, for me it's not a matter of gaining influence, it's the fact that I don't always want to level up. One of my mains is still level 10 after something like two hundred hours. That character's done Posi twice, has millions of influence (even earned Celebrity) and plenty of merits, but little to spend them on because low-level (i.e. level 13) IOs give poor bonuses (and I already have my Harmonized Healing, Karma +acc, Knockback protection, Winters Gift).
Low-level SOs are almost impossible to come by without fighting AVs (I try to team in Faultline, which is usually empty), especially hard if you mostly PUG (not many of my RL friends on to help me). Low level SOs just aren't available at Wentworth's; if they were I'd pay a ton for them. Which is why I brought it up: Low levels are the only time that they actually would be worth buying with merits, since they are better than IO recipes by a good margin, and they aren't freely available (why anyone would pay 8 merits for something they can buy for under 50k influence is beyond me).
Stormy -
I can see your pain, but using merits for SO is really not that good of an idea.
I would suggest to be mindful of what activites yields merits, and even at low levels you can make a good amount of merits. Reaching 250 merits at low levels, is possible, but actually if you are observant you can buy some good recipies as low as 125 merits and then sell those recipies for 50 to 60 million influence, after that your SO buying blues are gone.
Now 125 merits seems like a lot, but if you do 2 Positrons (66 each) will put you at 132 merits, and that is not hard to do at low levels (10-15), interestingly you will not be buying Duos until 12 and Singles until 22, but by earning merits, and buying specific recipies ( not random roll) you can ensure to make sufficient influence to cover your Duos and Single needs all the way to 50 with ease. Also if you aggressively sell the salvage you make during the adventures, you may find you actually make enough influence to afford the DO and SOs as well, with out dipping into your merit pool, after all you want a Numina Regen?recov for 250 merits.
Hugs
Sue Aka Stormy -
I love the suggestion, my experience when getting recipes is 99% trash recipies and 1% somewhat useful recipies, at leat having an opportunity to mix and re-roll recipies would at least be another opportunity to get something usefull, but likely it will be another cheap piece of junk, unless a different recipe generator is utilized.
It would be nice, if the present random process would be changed all together and the possibility to get any recipe is kinda leveled by type of recipe, that is melee, ranged, AOE, PBAE, Targeted AOE, etc. The first step on the process of randomness is to determine what category recipie it will be, all categories are equal weighted. So you would have the same chance to get a melee as a slow recipe. I have to wonder how come I get pacing of the turtles so often, only to be interrupted by Ghost Widows, what is the random chart look like? Pacing of the Turtle 1-50, Ghost Widow 51-75, all other recipied between 72 and 100? Ha ha ha
The next roll, is to determine the rarity of the recipe with a bias in favor for common and against purples.
The third roll, is to determine which recipe, within the rarity group, and class.
The fourth and last roll is for the specific recipe within that recipe family.
For example given you get a recipe:
Roll 1: Melee
Roll 2: Rare
Roll 3: Kinetic Combat
Roll 4: Knockback
Hugs
Stormy
Using this template above with the suggestion, only roll 2 would not be needed, the rarity isbased on the rarity of the ingredients.
Thus when you combine 3 rares...
Roll 1: determines what class
Roll 2: Type
Roll 4: Specific recipe
A further refinement, which may be cool to think off, could be combining 3 of the same class and rarity, thus steps 1 and 2 are pre-empted.
So if you combine 3 rare melee recipies...
Roll 1: Would be for the specific Recipe Family (rare)
Roll 2: Would be for the specific recipe within the family.
By doing this, the absurde randomness and lieklyhood you gonna end up with the ultra common pacing of the turle drop can be avoided (despite that Pacing of the trutle is alledgedly rare)
Hugs
Stormy
Ps: I would not be adverse at trading say 10 recipes or so and get a choice, based on the ten traded recipe rarity. -