Criticism and 5 Suggestions on the Economy/Vendor system post 0.9.5 playtesting

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BrotherLaz wrote:
What we need is a game design Apple: the company that takes existing ideas and makes them user friendly and accessible for the masses.
We have that; they're called Blizzard.

We also have design studios who want to make an updated version of classic ideas that appeals to the people who still enjoy those ideas.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
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chillerspoon wrote:
The problem with the current recipe/vendor system is it's just a slower, more annoying but slightly more glorified version of the Horadric Cube from D2 which is archaic.

It'd be a direct copy of D3 but I believe items should be transmutable on the fly as crafting materials which are then taken to vendors and for a cost (in scrolls I guess) to create the expensive currency items. You can then dramatically lower or just plain eliminate those currency from dropping and focus on drops being weapons, armor, scrolls, skill gems and flasks which need to be transmuted to make the currency items.

As for the actual current recipes, they require far too much hording - eg 5 rare armors of the same type to trade for 1 rare armor of the same type unidentified is plain stupid, selling the 5 separately is bound to be more valuable and without eating up half a page of the stash in the process of hording the 5 armors. All recipes should be from combinations of the transmuted crafting materials or currency items, nothing else.

Strip it down.


Well D3 just removed their "on the fly" system.
"It feels like holding my breath under water constantly." Me about the limited "life expectancy" of the inventory space on Path of Exile and frequent needs to go to town to unload.
Yeah, they removed id scrolls too xD.

Build of the week #2 : http://tinyurl.com/ce75gf4
yet you still have to right-click on an unidentified item to identify it.. odd.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing

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