Since when did arpgs become merchant simulators?

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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.


You are looking at it the wrong way. Instead of looking of how much time it would take for you to grind to afford the best items, you should look at the time (on average) it would take you get items X % of the current theoretical best.

Let me give you an example:

Assume crafting 95% of the best theoretically possible would only take 10 hours of grind, then who the fck cares about whether or not it takes 1 billion hours to get 99% of the best theoritically possible: you are still very similar in power, the % power increase is very low.

To compare to how things are currently: a 6-link provides at least 20% more power over a 5-link. If every large leap such at that would cost far less than it does now, people would find crafting as a viable way to obtain good gear, where "good" is defined how it compares to the theoretical max.
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Last edited by mazul#2568 on Jun 15, 2013, 6:41:24 AM
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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.


Crafting/gambling in this game is mind-numbingly stupid and simplistic, has always been. Whether or not they set the "chance" to be high or low is irrelevant for whether or not the system itself is stupid/simplistic.

Upgrading your gear is very much done by using the trade search engines.
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Last edited by mazul#2568 on Jun 15, 2013, 6:49:35 AM
@ScrotieMcB: I think you misunderstand me, but I really don't know what to say anymore, other than paraphrasing what I already said.
I have full trust in GGG that they will continually improve the game, anyway. If what I consider an improvement is not among the things GGG will change, I can live with it.
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Jojas wrote:
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tadl wrote:
This reminds me so much on a game that got killed by the players that want it fast, faster, fastest. He just explains it in words much better than I.
Spoiler
http://www.youtube.com/watch?v=8rd0-zVIBVo


Ok simple question:

How many minutes you think you guys should play to get an Exalt, a 5L, a 6L, a perfect rolled piece of gear.

I haven't played WoW but I think you misunderstood either the video or the intention of this thread. The video is all about tuning down the difficulty. This thread is all about making crafting more rewarding. Not the same thing.

I think this game would be much more popular (and better) if crafting and drops were vastly improved while having a ramped up difficulty, i.e. any boss being about as difficult as the rogue exiles are and the white and blue monsters being slightly more dangerous as well.


The Video massage: Its a good thing that not everyone can achieve everything fast easy or at all.

And yes crafting has his problems but I barely know people that really try to craft something other than maps. If you find the perfect weapon/chest you try to 6link it and thats it. Simply because this is the system we have and all currency goes into buying close to perfect items because crafting them is just a waste of time (y currency = time too).

For example I just alch my stuff and thats it. I dont waste chaos in it. Since A 5/6L dropps ofc :)

I would like to get more planned results in crafting than how it is know but on the other hand it will just destroy the market much faster. If they change the crafting system into a "you craft it so its soulbound" maybe this could be a nice way.

But this is a fucking GRIND Game. If people dont like to grind -> just play other games. Its that simple. If you know a ARPG that has a crafting system that you enjoy -> Play this.

Why you should try Harcore http://www.pathofexile.com/forum/view-thread/209310/page/1
Last edited by tadl#0113 on Jun 15, 2013, 7:29:59 AM
have you heard of soj?
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solwitch wrote:
Seriously since when did this genre of video games become about crafting? Are you people serious? You freaking kidding me right. You are complaining about crafting... the world is ending it really is.

Only World of Warcraft or Guild Wars players are complaining about crafting... POE can do with out you.


Nice rant and all, but you missed the point. It's not really about crafting, as much as it is about the entire game economy, and trade system. Trading and the economy makes crafting bad, and coincidentally, making crafting worthwhile happens to be a possible solution.

Just like D3, the problem is items getting exponentially better, because there's no gear leaving the economy.

All's they need is a worthwhile reason to destroy some top-end gear, which will reduce inflation, and bring things back in line. preferably at the same rate great gear is being crafted/found.

If they can't figure out a way for gear of all qualities to leave the economy, it is inevitable gear inflation will happen, reducing the value of orbs, and equally reducing the effectiveness of crafting.



Crafting averages should (and will) never be less costly than trading. People will sell things at a lower price than it would take on average to craft, no matter what changes.
Some of us couldn't care less about the economy. As stated; if I want to play Monopoly, I play freaking Monopoly.

Give us a self-found league without trading and with proper crafting and we wont ever look back.
When night falls
She cloaks the world
In impenetrable darkness
I play self found, and i don't care if the make a new league or not, because what gear someone else has is irrelevant. You don't need super duper gear to progress, you just need it if you have a build that requires it.

I'd love for currency to drop more often, because i like re-rolling things. But i cant because the currency doesn't exist.

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