Crafting? Don't be silly, just buy the item.

"
RenoR wrote:
I wonder if crafting is really that bad.

In theory, crafting and trading should balance themselves with each other.

If we assume that buying is much more viable, the logical consequence would be that people horde currency and therefore the price(amount of currency) increases. As a result, you(as a buyer)have more and more orbs to spnd on buying or you just take the orbs and craft items yourself.
The higher the price becomes, the more viable crafting becomes.



I think buying vs crafting IS actually balanced but the reason why it does not seem so is because crafting provides the >possibility< to get SUPER GODLIKE items which nobody can afford.

If there is a scale of 0-10000 an item can have quality, then you can buy items on a scale of 0-9999 VERY CHEAP and its not viable trying to craft items which are on the lower top 9999.

However, if you craft, you can get the top 10000 item which might be worth hundreds(?) of exalts which is of course incredible rare and does balance crafting.

Its like lotto: If you have a 1 millionth chance to get 2 Million dollar, you will "never" win, but in the long run, if you hit the jackpot its worth it.

In path of exile its pretty much the same: people buy 500 lotto tickets of crafting for 500$ and then are disappointed, because they dont hit the jackpot. But to hit the jackpot which is worth 2 Millions, they would have to spend 1 Million on tickets and not 500...


The GOD TIER items >nobody sells< balance crafting vs buying.

Yes, as an avarage player you are certainly better off buying medium-high tier gear, but if you truly want to have god gear, your only way to get it is by crafting.



PS.:

When I use orbs of alchemy on items I think about how much it indirectly increases my farm speed.

Finding 5 Orbs of alchemy and 5 high Tier armor(68+) goes pretty fast but if you think about how INCREDIBLE LONG it takes to find 5 rare items of the desired base item, you will become pretty old...

Using orbs DOES increase the chance of getting good items by a LARGE amount compared to just farming.
Of course crafting can be pretty unrewarding, but in the long run you will eventually alch a rare item which is worth 30+ exalts ;)
(after spending ~1500 alchs maybe^^)


The problem is that in the lottery, we know the probabilities. In PoE we know very little about the probabilities to base rational crafting vs buying decisions.

It has been suggested many times that GGG releases the probabilities for crafting. This would end a hell lot of QQ that is currently running around about crafting and adjust the markets properly.
This message was delivered by GGG defence force.
Last edited by mazul#2568 on Aug 8, 2013, 2:57:24 PM
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Oakville wrote:
That is why I'll make sure to have back up armors before I try my fusing.

Anyway RNG is RNG however I think developers can do more...

Make it pure random for the first 200 fusing and if more than 200 fusing spent, increase the odds, if another 100 fusing (total of 300 fusing) and still not at least 5L, increase the odds again and increase it so on...



Or actually just make it random, which right now it is not. Random would give a 3.125% chance of getting a 6L (because 6L is 5 individual links and truly random would mean 50% chance for each individual one to be linked), which would *average* to 32 fusings to link them. We all know this isn't the case.


-VG-
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
Crafting should be about improving even if only by 0.000001%.

Gambling is no crafting.
The crafting crafting/itemization/skill system in PoE is very impressive and, for me personally, the most flexible I've encountered playing or having played the other main ARPG's as well.

However, I agree with the message the OP is getting across rather emotionally but well formulated,.. I feel, although very satisfying if your improbable craft DOES succeed,
the system should be, in some way, more forgiving or 'rewarding' as the probability of the desired craft gets smaller, so you won't get demotivated and (are forced to) leave crafting your item, instead turning (disappointed) to the trading channels.. And that is what is now, in my opinion, not motivating. (I'm talking about gear for developed builds, high level and endgame gear)

This should not be the case. And I would be surprised if this was the intention of the game design.. In the end, you'd want the opposite as a developer; motivating the players to use
your wonderful crafting mechanism.. Giving players really the feeling they can find and craft their own gear, to develop their character successfully to endgame, and feel rewarded and satisfied for their grinding and crafting stamina.. (unless you've introduced a real money auction house-based loot table or plainly want to sell those items yourself for a financial gain of course;))
With the trading of items with fellow gamers always an option or 'shortcut' you can choose to take of work towards.

With the insane amounts of currency needed the trade itself gets unbalanced as well I think.. more focused on amassing currency, less on trading items and, dare I say, helping others. People with just Exalt signs in their eyes. Sharply dividing the 'rich' (tradesmen able to craft) from the poor (not everyone wants to trade, hence, limited ability to craft). Not very good for the community imo.

RNG is fantastic, but it's a means to an end. If it stops having it purpose in some corners of your model, IMO you should look how to adapt to keep you eyes on the ball.

But that's OK, because in a dynamic developing system, balance and re-balance go hand in hand is it not?

Last edited by deegeeooh#5156 on Aug 8, 2013, 4:24:12 PM
The issue that needs to be addressed is why the playerbase tells those that complain or those that are new to avoid the system the dev's put in place and simply buy the item they want. If the system is so bad that the best suggestion is to avoid it, it needs fixing.

"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
"
RenoR wrote:
I think buying vs crafting IS actually balanced but the reason why it does not seem so is because crafting provides the >possibility< to get SUPER GODLIKE items which nobody can afford.

My personal concerns with crafting have more to do with level 40 gear than level 80 gear.
I don't trade. I don't group. My comments reflect that.
I really, really, REALLY want to craft my own gear. I wish eternal's would have a drop rate similar to gcp's to make this a little more realistic, but sadly crafting my own gear just doesn't make sense for the foreseeable future.
Everything I do I rush through so I can do something else.
"
Wittgenstein wrote:
The issue that needs to be addressed is why the playerbase tells those that complain or those that are new to avoid the system the dev's put in place and simply buy the item they want. If the system is so bad that the best suggestion is to avoid it, it needs fixing.



THIS is the point that so many seem to be missing. If the suggestion that so many give, the same one that I give newbies myself, is NOT to bother crafting anything & just buy it, the system is broken.

Never mind 6L, I spent maybe 2 dozen fusings just trying to 4L a pair of boots & eventually just gave up & bought a better pair for less than I'd spent trying to craft/fix those. & that's when it hit me: this crafting system isn't viable unless you have 100's of orbs to potentially toss into the toilet.

When you have gear sitting in your stash for really long periods of time that would be an upgrade for you over your current gear but that you can't wear because it either has the correct sockets/links & crap stats, or great stats & the wrong sockets, & your rolls go from bad to worse over & over & over & over again & again & again, that's not a crafting system that's fun for me.

I like to craft in most games but I'm not a gambler. I'm ok with not getting what I want but for the item to be much worse &/or unusable after trying to craft it? I'm not used to/ok with taht.

I had a bow whose stats would have been an upgrade that I was trying to get more sockets on. A Jeweler's took it from a 3L, 4S to ONE socket. Yeah, it could have gone either way, but it didn't, & for me anyway, it never seems to. I never did get it to socket/link properly & ended up getting a better bow as a gift from a friend.

Guess the system is ok as-is if you have a billion orbs farmed up, you're inherently lucky, or you're a gambler/masochist.

PS: & when you end up vendoring/giving things away out of frustration that are decent just because trying to trade them is horrid, there's something wrong with that system too.
IGN:
Nanamori 64 LA Ranger
Scheris 78 Cold Crit Witch
Last edited by kanami2k9#7187 on Aug 9, 2013, 9:29:34 PM
This game is about maintaining their "economy". If you can craft the top items or even the near near top in say...even 50 attempts on a consistant basis...the "market" would be flooded with high end items within a month. Does it hurt casuals and is it disappointing to "gamble"? Sure, but it's intentionally setup this way. It comes down to this...do the developers want to encourage trade or flood you with items?

P.S
Items are an easier carrot to hold over people to keep them playing than it is to keep providing new content/ladders/game modes etc....
Last edited by Utukka#5444 on Aug 12, 2013, 11:17:58 PM
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kanami2k9 wrote:


Never mind 6L, I spent maybe 2 dozen fusings just trying to 4L a pair of boots & eventually just gave up & bought a better pair for less than I'd spent trying to craft/fix those. & that's when it hit me: this crafting system isn't viable unless you have 100's of orbs to potentially toss into the toilet.

I had a bow whose stats would have been an upgrade that I was trying to get more sockets on. A Jeweler's took it from a 3L, 4S to ONE socket. Yeah, it could have gone either way, but it didn't, & for me anyway, it never seems to. I never did get it to socket/link properly & ended up getting a better bow as a gift from a friend.

Guess the system is ok as-is if you have a billion orbs farmed up, you're inherently lucky, or you're a gambler/masochist.



Hundreds? Try thousands of orbs to piss away. THAT'S 'crafting' in this game. Chances of getting something good or even great within a few hundred currency items is slim to none. You must win the lottery to get good/great items. I just pissed away my last 60 chromes and still didn't get the colors I wanted, granted 3 of the 4 colors I wanted were off color, I never even got more than 2 off colors at the same time, and that only happened twice out of those 60. Out of chromes so I must make do with sub par colors now.

Did you toss more than one jewler into that bow? I bet it went from 4s to 1 to 2 to 1 to 1 to 3 to 1 to 4 back to 1...

As fun as this game is, the rng for everything seems akin to (/flame shield on) D3's rng for getting decent items...

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