Since when did arpgs become merchant simulators?

"
JohnnyLongHoze wrote:
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?
Yes. Yes I do...
"
JohnnyLongHoze wrote:
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.
...but your understanding of the cause of this problem is both wrong and ridiculously immature. And I am getting sick and tired of seeing this suggestion over and over again, as if it would solve anything.

Guys, here's the relevant formula:
cost of item used < cost of item new

This formula is impervious to drop rates. And it means that the only people who have an actual interest in creating items with currency are the players who can't find upgrades on the open market — either because the item is too cheap to be worth the time to trade it, or because their gear is so fantastic that upgrades do not exist for them, and must be either directly made or directly farmed.



For everyone else — the vast majority of players — you will always be better off going all thrift shop and trying to find someone else's hand-me-downs... and wasting your currency on a self-made item would be, well, swindling yourself. This is true even if you get 20 Exalts an hour... because the used item will always be cheaper.

Maps are the only real exception to this; as consumables, they can't be handed down.

So please, stop with the "increase drop rate to enable crafting" suggestions. They're founded on an utterly false premise.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jun 14, 2013, 11:09:30 PM
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blackkid wrote:
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.





yup for people that hate trading its the worst part of the game and can even feel broken at times. but it is what it is and I doubt it will ever change. Its my least favorite part of the game. Luckily I can get through most content without relying on trading or I probably would have bailed on this game a while ago. I mean that was the whole problem D3 had with its auction house but at least in this game you can complete it without being forced to trade for your gear. You just have to trade to get the best gear.
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cypherrage wrote:
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 find the concept of not being able to trade orbs rather intriguing. Where it becomes items for items only.
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00
Last edited by CliveHowlitzer#0568 on Jun 14, 2013, 11:23:27 PM
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CliveHowlitzer wrote:
I find the concept of not being able to trade currency rather intriguing.
I find it to be a contradiction in terms.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
"
ScrotieMcB wrote:
"
CliveHowlitzer wrote:
I find the concept of not being able to trade currency rather intriguing.
I find it to be a contradiction in terms.

Well, 'crafting orbs' then.
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00
"
CliveHowlitzer wrote:
"
ScrotieMcB wrote:
"
CliveHowlitzer wrote:
I find the concept of not being able to trade currency rather intriguing.
I find it to be a contradiction in terms.

Well, 'crafting orbs' then.
Throwing the game's currency at the item system in exchange for rerolls is gambling.

So gambling orbs then. After you implement your suggestion, they would hopefully become crafting orbs.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jun 14, 2013, 11:33:49 PM
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CliveHowlitzer wrote:

I find the concept of not being able to trade orbs rather intriguing. Where it becomes items for items only.
The only difference between this game and Fate is the fact that you can trade.

And Fate is a lot more random of course.
Last edited by blackkid#3754 on Jun 14, 2013, 11:33:44 PM
I like the way things are, because I am not expecting nor demanding to get godly gear with a minimal amount of effort. I like the RNG in this game. I do not want this to turn into that other game where crafting/gambling is mind-numbingly stupid and simplistic, gear drops are linear, and upgrading your gear means lurking on the aucti...I mean, the trade forums until you find something that's not horribly overpriced.
Would anybody like some... POUNDCAKE?
"
Agilaz wrote:
I like the way things are, because I am not expecting nor demanding to get godly gear with a minimal amount of effort. I like the RNG in this game. I do not want this to turn into that other game where crafting/gambling is mind-numbingly stupid and simplistic, gear drops are linear, and upgrading your gear means lurking on the aucti...I mean, the trade forums until you find something that's not horribly overpriced.


But I dare say that the crafting/gambling is mind-numbing and simple. I like the idea of finding really good stuff and really bad stuff just as much as any other gambler but there's a point where some things are kind of worthless. I've never had a reason to re-roll a weapon simply because you can get ten of it in whatever form faster as drops than you can as re-rolls. The odds you will get the best of all labels is lower but at the same time re-rolling drops the odds of your success substantially more at a much higher cost.

In short instead of "No Risk - No Reward" gaming you end up with "All Risk - Improbable Reward" gaming. That's as simple as mind-numbing as it gets.

Unless you were being sarcastic. Can't tell on the internets.
The problem with trading is that the more you trade, the more it will dominate your destiny.
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00

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