What Exactly Killed Diablo 3's Economy (and Implications on PoE)

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ScrotieMcB wrote:
On the one hand, it's wrong to assume everyone cares about movespeed on boots. Some builds can use Leap Slam or Whirling Blades almost exclusively for movement, rendering the affix useless outside of town.

On the other hand, for pretty much everyone else... yep. Probably deserves a nerf.
Suggested nerf
10% movespeed -> (1-5%) movespeed
15% movespeed -> (6-10%) movespeed
Et cetera
Base movespeed 4% more than before
Gear has no effect in town (no speed from boots, no penalty from chests or shields)


If you are not nerfing the move speed of leap slam and whirling blades the game will fall into the same pattern as D2 did when Enimga came out, where a certain skill becomes mandatory no matter what the character type or build.

Move speed in the game is fine, what needs to be fixed is the ability to skip past monsters (whether running past them, using lightning warp, leap slam or whirling blades).

There should be a huge defensive penalty that makes your character a sitting duck, perhaps even allow a percentage chance of one shotting. The monsters that you leave behind at your back should be something to be feared, not ignored.




PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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ScrotieMcB wrote:
I feel the author of this article makes a core mistake which, ironically, is perhaps one made by Diablo 3's developers as well: a game is a game, not real life. In real life, the design of an economy is to create the best possible flow, to make things the right level of easy; in a game, the design of an economy is to create the best possible challenge, to make things the right level of hard. "More critically, though, whether structured as auctions or exchanges, markets must be allowed to operate freely, without caps, floors, or other artificialities."... really? Keep in mind that the author intends that statement to apply to real-money transactions as well! The piece compares the hyperinflation in Diablo 3 with Zimbabwe and Berlin, when it should be comparing them to games like Monopoly, The Settlers of Catan, and poker. How do these games handle sinks and faucets? Imagine if one of those three games went on forever, never ending; what would the game be like? And most importantly, what mechanics are in those games to keep trading between players interesting?

In short, the article is focused solely on solving Diablo 3's problem of hyperinflation, but never goes to ask the question: If there was only marginal inflation in Diablo 3, as usual for most ARPG economies, would the game still be an enjoyable experience? I believe the answer to that question is a resounding "no," the core reason being Diablo 3's inability to capitalize on the game-design value of limited information (which poker does a brilliant job of capturing).


that's true. the article does have the above issues and its key thrust was how D3 messed up as an economy (which it did) and not so much as a game (which it did as well and which is what you were specifically addressing). i do think both are interlinked as a dysfunctional economy makes a game incredibly painful to play.

you're also right too in stating that game economies treat currency (currency creation vs sinks) differently from real economies (fixed currency aggregate amounts and its circulation).

despite its flaws i still think it's a fun article to read with some lessons to be drawn :)
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dlrr wrote:
despite its flaws i still think it's a fun article to read with some lessons to be drawn :)
Eh. The Austrian school of economics is nothing new to me, and although I generally endorse it I think that article was an example of someone with a real-world axe to grind barking up the wrong virtual tree. For the author, the "payoff" part of the article was the destructive effect of arbitrary low floors, and how that decision on Blizzard's part made a bad situation worse — with the implication that real-world governments should avoid similar behavior. Laissez-faire propaganda; I like the first half of that phrase, not the second.
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 Oct 7, 2013, 7:34:56 AM
7 pages of nosense.

what killed diablo 3's economy:

an economy that was defined by best-in-slot unique items that only varied by 1 - 3 stats
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tikitaki wrote:
7 pages of nosense.

what killed diablo 3's economy:

an economy that was defined by best-in-slot unique items that only varied by 1 - 3 stats
I listed three primary reasons (in Section 3), and this is literally reason #1. So how is what I say nonsense, when you're at least partially agreeing with me?
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 Oct 7, 2013, 8:17:11 AM
This was an amazing and well thought-out post to read. Thank you for taking the time to explain the points as you did unlike 95% of players trying to cover this topic with a halfwitted single phrase.
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StyledEase wrote:
This was an amazing and well thought-out post to read. Thank you for taking the time to explain the points as you did unlike 95% of players trying to cover this topic with a halfwitted single phrase.
Glad you enjoyed it. Out of curiosity, which halfwitted single phrase are you talking about?
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.
Still awaiting tikitaki response.
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.
Great post.

I disagree somewhat that it was all the "ease of valuation" that helped kill it to a certain degree, the right click + search similar items was a good feature.

The problem as you said was a combination of how

simplistic it was
how many new gear slots there were
the fact they were all basically the same.

All 12 or so pieces of gear would have the same core stats. All res, Vit, main stat. Your gloves, rings amulet and weapon basically looked the same. shoulders, boots, armor, belt, head were all basically the same.

It really was the fact you had to find essentially the same piece of gear 14 times !! which really killed it.

The auction house itself was really good to use. It is a legitimate gaming feature that anyone who has played something like EVE online, or simulation games like SimCity or something actually enjoy playing. Thats not a joke, some people legitimately enjoy using the AH more than playing ingame and that isnt neccessarily a BAD thing, if the itemization doesnt suck.
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Asmosis wrote:
The auction house itself was really good to use. It is a legitimate gaming feature that anyone who has played something like EVE online, or simulation games like SimCity or something actually enjoy playing. Thats not a joke, some people legitimately enjoy using the AH more than playing ingame and that isnt neccessarily a BAD thing, if the itemization doesnt suck.
Auctions are great. Buyouts, not so great. Thus I totally agree with you as far as auction houses which actually conduct auctions.
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.

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