I wish it made sense to craft before end game
When open beta dropped I rolled a new character and tried to play with that in mind. I ended up using the equivalent of a couple exalt before reaching level 60. Sure it didn't make much economic sense and I knew it at the time, but boy did it make for a much better item progression and playing experience. Admittedly I was usually under leveled for content, but that added to the fun.
GGG made a fun crafting system but it almost never makes economic sense to use. At the moment it's another reason why I'd like a self found or bind-on-equip league. Cross-Post from the SFL thread, but inspired by this discussion and I think appropriate to post
Spoiler
" Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056 Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 Last edited by Veta321#3815 on Oct 11, 2013, 1:07:36 AM
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Crafting is when you sell the shopkeeper boots and a quicksilver flask to get +%ms boots.
Gambling is when you use up your currency on a chance for an upgrade. |
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When you say self found or bind on equip league:
Are you assuming the same drop rates, or different drop rates? |
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Since drop rates do not affect economic sensibility I would have no problem with them staying the same or changing.
Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056 Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 Last edited by Veta321#3815 on Oct 10, 2013, 8:13:10 PM
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You would have to think up a pretty damn genius mechanic to have a good reason to use a Chaos on a level 38 Grove Bow instead of a level 78 chest, or a level 71 map. Simply put, currency is always going to be best utilized on the best, highest-itemlevel bases. This has nothing to do with trading. Even if you're going fully self-found, the incentive is to hoard your orbs.
It's pretty easy to think of some shitty mechanics. For example, you could make it so Orbs have some kind of itemlevel themselves, and thus low-level orbs could only give low-level affixes. However, that in turn kills the farming efficiency of rerolling; it's the equivalent of removing gems completely from Diablo 2, giving low-level characters nothing of value to farm. The cure is worse than the disease in that case. Thus, for the most part the best way to make players to use orbs before Act 3 Merciless is to make them desperate. If someone has an annuity and you wipe out their bank account somehow, suddenly they're calling JG Wentworth; for the same reason, a character who can't trade for Docks-farmed items (too high level requirements) and doesn't have good enough gear to progress will go ahead and use some of his orbs in desperation to try to get an upgrade. In all seriousness, I think this is the best way to go. Make monsters drop more orbs and less gear; the "less gear" will push them up against the wall, and the "more orbs" will mean they can afford to actually use them. The "less gear" part would also cut down the quantities of Docks-farmed gear, meaning that even once they hit that critical progression it'll still be a little harder to just trade your way in, which would lead to slightly more orb use. 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 10, 2013, 8:15:44 PM
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" I agree with the sentiment but as far as the community is concerned, orbs=crafting. Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056 Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 Last edited by Veta321#3815 on Oct 10, 2013, 8:15:37 PM
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" Yes that's a fair point. Desperation and an aversion to trading/grinding was why I crafted and ultimately why it was so satisfying. A genius mechanic would be nice though. :) Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056
Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 |
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Hey if you run EK life builds it makes sense to roll high life coral/res rings, did it to level 83 on HC one month...but any other build, maybe not =D
Return to this flameless sunder
Where exiles burn and the joyless wander; Frozen lore beneath chaotic thunder, Dominus returns to send us under. |
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" Sure, I'd like to play with other like minded players, perhaps exclusively. We wouldn't participate in the existing standard economy so maybe we should be separated from it. Maybe in an entirely separate league. Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056 Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 Last edited by Veta321#3815 on Oct 10, 2013, 8:33:33 PM
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"I really hate the idea of a Self-Found League — because as I said, orb hoarding has nothing to do with trading — but I honestly do feel the self-found player's pain. Essentially it comes down to how you get wealth when you farm. For a trader, it comes from three primary sources: 1. Orbs 2. Direct gear upgrades, stuff you actually wear 3. Tradeable gear — good stuff, but you won't wear it yourself The thing is, for self-found (who isn't a compulsive reroller with tons of different characters) only the first two apply; everything in the third category is shrunk drastically and shoved into the first. Self-found means sacrificing #3. Thus, the balance between these three categories is important; it determines how hard the game pushes players to trade. Pushing players to trade to some degree is a good thing; trading evens out RNG and you need to compensate to a certain degree because dealing with asshats isn't fun. However, there is also such a thing as pushing them too hard. Judging from the rampant popularity of the SFL threads (despite their utterly ineffective solution), I think it's safe to say the game is currently pushing too hard. Thus: more orbs, less gear drops. The downside to this is that it would diminish Category 2 a bit, and category 2 is actually extremely fucking important; however, it is my belief that making your own upgrade with orbs is an equally exhilarating "loot-finding" experience, and thus the proposed change wouldn't have terrible impacts on overall loot-finding enjoyment. 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 10, 2013, 8:38:18 PM
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