Since when did arpgs become merchant simulators?

I've read quite a few posts on the forums regarding orb drop rate and a supposed "economy". I'm sorry, I didn't realize that I needed to worry about finances in a game with "no" set currency.

Forgive the incoming wall of text.

-Bro1- increase orb drop rates!!!!
-Bro2- but if you increase drop rates the item costs will increase exponentially
-Bro1- I don't give a shit, I actually wanna try the "crafting" system before dumping 10000 hours into the game
-Bro2- this game has a crafting system?
-Bro1- that's what I read on their homepage but I don't know yet, everyone keeps telling me to save my orbs
-Bro2- yeah man, save those things, if you try and craft an item, you'll spend 1000 times what it would cost to just buy one

Does anyone else see a problem with this?

If I wanna play Monopoly, I have it in the closet. Now I know the excerpt above is a LITTLE far fetched but, this is seriously the state of the game. I understand that if drop rates are increased, everyone has BIS items in a couple days and that's not cool either.

Here's my idea.....

Increase orb drop rate (excluding mirrors and scrolls) by a factor of maybe 10 and at the same time lower chances to roll the great mods and 6s/6l. There will still be a trading economy for the high end items but guess what, we can actually try our band at this so called crafting system. Yeah yeah now a Lioneye's Glare 6l is selling for 100 exalts BUT I can still craft a bow ALMOST as good for less.

If you read this, thank you. BTW, I'm this is not coming from someone that only plays 10 hours a week before anyone hops in with the casual scrub core typical flame.

TLDR: READ THE POST
Last edited by JohnnyLongHoze#6742 on Jun 13, 2013, 2:52:43 PM
There's about 2 other threads currently floating around the front page already discussing this topic, but yes, to reiterate:

(Assuming current Leagues aren't altered)
1) New Leage
2) Increase drop rates by factor of 10
3) Disable trading of currency.

Problem solved.
I agree that simply making orb non-tradeable would actually create a more barter-esque system but I think that would be too drastic of a change to the system. Not only that, but, adding ANOTHER league would split the player base even further.
What you guys see as a "problem" is just a byproduct of your chosen playstyle. You're playing the game wrong and simply can't accept responsibility for it. You need to realize it's you, not the game, that has a problem with this.
When you realize that POE isn't an ARPG,then this is no longer a problem.
what's POE then? Merchant simulator?
"
hurrdurriamweak wrote:
what's POE then? Merchant simulator?

A pony.
"
Support wrote:
A Dragon/Mecha. Wait, what are we talking about again?

- Mike


THE ENTIRE SUPPORT TEAM IS ACTUALLY MIKE_GGG.

I knew something was up... No one likes making skills that much.
IGN: NoahsArChen

"Oh awesome, this guy posted his current gear. Let me find him an upgrade!" ~Said no one ever.
Wut?

I think some thread starters are getting desync in their brains.
Your plan works in one-player economies. This isn't a one-player economy. In reality your "currency" isn't really for you to use on your items at all; it can be done but there's more value with it being used otherwise. It's why I play PoE solo; this nonsense is something no game creator has overcome to date and I doubt the PoE team will be first.

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