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
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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. |
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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.
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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.
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When you realize that POE isn't an ARPG,then this is no longer a problem.
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what's POE then? Merchant simulator?
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" A pony. |
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" 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. |
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Wut?
I think some thread starters are getting desync in their brains. |
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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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