As the title says, for any regular player, selling SOJs is completely out of the question. I probably have 2000 hours in the game and have only ever found 3… I am never selling them, and I’m sure most players would never sell these.
Does anyone have ideas for alternatives?
Wouldn’t it be great if we could all chip in toward the progress?
I had thought up of a system where selling uniques in general will build the progress.
Each unique could have a predetermined value based on its rarity or item level even.
Something like Skull Splitter could be worth 5 points
Skin of the Flayed One could be worth 25.
Oculus could be worth like 4,000…
And when we get to 1 million server wide, dclone pops out.
***these numbers are just examples and would obviously need to be tuned properly.
I feel this would give additional purpose in playing for the majority of players… seeking out uniques to sacrifice so that Dclone spawns, instead of leaving it up to a handful of botters to determine when this event takes place.
The reason they originally chose the SoJ is because the duping was so bad in 1.09/1.10 that they had to create an outlet to get rid of the excessive SoJ’s.
They were considered one of the most valuable drops in the game for 1.09/1.10, and were therefore one of the most duped items. Selling them to the vendor helped get rid of the excessive amounts of dupes.
Which kind of leads me to the point I occasionally think about. If Rust Storm is designed to get rid of dupes, why did they need to create the dclone?
Are you talking about offline? Then yes, guaranteed spawn.
If online, you’re selling a very valuable item, to add a drop in a bucket to the progress, which you will likely not even be online to benefit from it when it spawns. Objectively a bad trade off unless you’re literally tripping over these rings.
I like the fact its sojs. But i understand why that would be cringe in single player. Before runes everyone uses Sojs as currency. Thats what makes it cool
In my opinion, just create a criteria for D-clone to spawn.
Slay all act bosses in a single game online.
A) 1-2P : 25% chance to drop a unique small charm (Applies to both online and offline)
B) 3-4P : 100% chance to drop a unique small charm. 50% chance to drop an additional.
C) 5-8P : 100% chance to drop 3 unique small charms. 50% chance to drop an additional.
This will bring the community to come together and do something since… TZ ruined multiplayer game!
My idea, you have to kill every monster in hell (except ubers) to have a 1:30 chance to drop it on the last ennemi killed, the number of monsters left for each act would be displayed at the top of the advanced stats menu 8)
Yours is also better than the current system.
However, the one I’m suggesting introduces an entirely new aspect to some of these really cool looking, albeit useless artifacts in the game.
It assigns new value to them, and a sense of teamwork as you donate your treasures toward a specific community minded goal.
Why are you defending it lol. It wasn’t a well thought out gameplay enhancing design to begin with. It was shoehorned in to remove duped items from the game.
By the way, Dclone walks don’t happen organically from folks like you and I selling an SOJ.
The system I’m suggesting has us all participating in the process, instead of leaving uniques littered across the ground, while a handful of botters control the entire process by mass selling their excess SOJs.
The only solution is to make SoJ’s drop rate more common. Probably slightly rarer than Carrion/Nature’s in drop rate. Also add second drop rates for already identified SoJ at about a Cham in drop rate. Even have superchest drop already identified SoJ at around an hr drop rate. Making the ring more common is the only way around this. But its unlikely to ever happen.