Since when did arpgs become merchant simulators?

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Shagsbeard wrote:
You all must realize that if everyone could easily craft gear you would all be here complaining that gear was too easy to get. You can't all craft stuff for people to trade for because then they could craft it too. You can't craft best-of-the-best because if you could, everyone would and the game would lose all sense of progression and accomplishment.

The game is fine. Leave it alone.


There's a lot of wiggle room between "slow progression" and "instant gratification". It sounds as though you're suggesting the current progression system is perfectly balanced. If so, what do you base that off of? Or better yet, if GGG nerfed drops and didn't tell anyone, I'm led to believe you think you'd notice.
i agree with OP too. It feels like PoE needs an auction house to function properly, but they refuse to implement one just because d3 was heavily criticized for it.

The auction house wasnt the problem with D3, it was the game being designed around it, i see the same similar mistakes here.
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Agilaz wrote:
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blackkid wrote:
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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.


I should clarify.

I have always played self-found. The only exception to this is when it came to uniques, for obvious reasons. Other than that, I've always made do with what I had from drops or rolls, which often lead to some interesting build choices.

I know the frustration that RNG brings, but I cherish the good moments more.
I stand behind this 100%. My problem here isn't that I cannot enjoy finding stuff but the fact that there are elements "present" that have no value. It's kind of like the notion that you have "junk" items and you can't directly convert them into credits. For instance let's say you find an Exalted Orb in self-found; in a strange sense of irony despite being worth a lot in trading it has less value than a Transmutation. Why is this? Because a Trans stone can buy things at venders, Exalts cannot, and selling them drastically undermines the value of the "find" in and of itself.

I love RNG games. Love them. This game is kind of like a hybrid between RNG and something else though. Not quite sure what... The crafting system is kind of poor and I didn't even know about vendor recipes my first go round; had no issues throughout so they couldn't have been all that and a bag of chips, ya? It just never did anything. The fact that you can press your luck and gamble in more ways than one is always fun but there's no way to support the gambling so it's not really a gambling game.

That's why it's weird to me. It's RNG with pseudo-crafting and pseudo-gambling. Why?
I guess ARPGs turned into MMO hybrids somewhere along the path to always online enlightenment.

Anyway,just don't think of POE as an ARPG and more a MMO and the problems solved.
I think the droprates for alchs and chisels should be slightly higher, but that's about it. Exalts, divines, and eternals should definitely stay rare.
Really mind-boggling how many people actually agree with the OP. ScrotieMcB explained it quite well so I won't bother.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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Xavderion wrote:
Really mind-boggling how many people actually agree with the OP. ScrotieMcB explained it quite well so I won't bother.


I think you answered your own question.Why post a repeat about what someone else has explained.
of course what they should do is allows orbs themselves to be crafted with other orbs

OR

remove the pyramid drop rate and make all orbs drop at the same rate
Let the games begin
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Shagsbeard wrote:
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.


^

Everyone crying for 10x increased drop rates are SOLO players.

The rest of the 'end-game' content will be available along with a heap of new stuff when the game launches in a few months time. From what I've seen it's going to be awesome. - Michael_GGG
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ScrotieMcB wrote:
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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...
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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.

I don't get why people don't understand this.
Maybe I should post a "How to get 10kdps with 1 exalt" Guide
IGN: TsuruyaNyro

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