Currency Orbs scale to ILVL?

This is in reference to low level crafting. What if the lower ILVL an item had, the fewer orbs it took (on average) to get a favorable result?
-An ILVL 100 item would behave the same in response to a currency item as it always has.
-An ILVL 1 item would be almost impossible to roll anything below the top roll in the affix tier when using currency.
-As ILVL increases the average result gradually diminishes from near perfect for very low level items, to completely random for high level items.

The gradient for diminishing returns could be relatively linear; however, there should be a steep drop-off starting from ILVL 60 (items eligible for Chaos Orb recipe), maybe even a little earlier. Let's say the formula maxes out at 60 instead of 100 so the end game quest for perfect gear is not diminished. The advantage is: along the way it would be easier to get links and sockets, roll superior affix tiers (in cases where one affix is a direct upgrade of another affix), and get higher rolls within an affix tier. But only if you're willing to part with your currency to do it! This gives a reason to use orbs on low level gear without feeling like the orb was wasted.

I think it would support self-found players, but it would not diminish the game for others, and it doesn't require a separate league or anything that splits the community.

Exceptions
It is possible for Chromatics to be effected- such as shifting their bias in the direction of 1:1:1 odds (R:G:B) as ILVL increases- but that would have an economic effect on the end game item hunt so it's beyond the scope of this topic.

Quality Boosters such as Whetstones could also effected, but I don't think it would be a good idea to change them.

Flasks and Unique items may also be made immune to this effect, since they scale differently.
Last edited by PolarisOrbit#5098 on Oct 14, 2013, 12:25:17 AM
This thread has been automatically archived. Replies are disabled.
I referenced this suggestion in this thread.
"
ScrotieMcB wrote:
I would prefer PolarisOrbit's suggestion, which is to make the effect of orbs scale inversely with itemlevel. However, although I think it's better than Saffel's suggestion, I am still unsure whether it is good enough to be made into a game change.
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 14, 2013, 1:25:08 AM
Ah, thanks I was going to post in that topic again, but forgot. It was where I got the idea in the first place!

Also what reason is it not good enough for the game?
Last edited by PolarisOrbit#5098 on Oct 14, 2013, 1:39:53 AM
"
PolarisOrbit wrote:
Also what reason is it not good enough for the game?
Well, I'm not sure how much it changes the core issues.

Okay, so right now, players hoard orbs because orbs are best used on the highest level gear; why blow a Chaos on an itemlevel 40 Grove Bow when you could save it and eventually use it on a 71 map or a 78 Vaal Regalia. The exception to this rule is when players are desperate; if they need an upgrade to progress, they might start throwing orbs around.

The question is: how far would you need to go in order to incentivize actually using your orbs instead of hoarding them? Players put a huge premium on the highest-quality gear, and that premium might be so high that, even if affix ratios were ridiculously warped even for itemlevel 63 (Merci Docks) gear, players still might choose not to use them, because saving up for that endgame is more (market) value per orb. It would still be only the desperate who use them; the only difference would be that, when they do, they'd get a lot more reward with your change than they would now.

I'm not saying I'm sure about this; that's the whole point, it's hard to tell whether it's even possible to do what you're trying to do without totally warping the game.
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.
Just having a cigarette and had a thought.

If I could go back in a time machine to two years ago, I'd suggest this:

Instead of having discrete currency (Orbs), we should have a more continuous currency — dust (and powders and balms and salves). The idea here is that, instead of requiring one Exalted Orb to use on an item, you'd use a fixed amount of dust based upon the itemlevel of the item you're modifying (perhaps 60 Exalted Dust for an itemlevel 60 item). This would, admittedly, feel quite a bit like gold, but it wouldn't be just one "gold," it would be several competing "golds;" eventually, the orb system would end up feeling like gold anyway, so no big loss there.

This would allow two benefits:
1. instead of making Exalted Orbs extraordinarily rare, you could have them show up more often but in small amounts — instead of getting 1 Exalted Orb every 10*X hours, you could find 5 or 6 Exalted Dust every X hours. Alternately, you could make it 25 to 30 Exalted Dust every 5*X hours. This allows more flexibility in terms of how consistent you want players to progress, contrasted with how excited they become when they manage to get very lucky.
2. Most importantly, crafting of low-level items is better incentivized, so players don't just hoard all of their crafting materials until they have access to the highest itemlevel bases.

... However, I'm pretty sure this is far too drastic of a change to the game to possibly be implemented now.
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 14, 2013, 2:18:58 AM
Quoting from here: http://www.pathofexile.com/forum/view-thread/537676/page/1

"
Veta321 wrote:
The problem with Polaris' idea isn't RNG. It's opportunity cost. If using chaos at lvl38 saves you on average 10 minutes but it takes 30 minutes to find another chaos at lvl70+ then it's a bad investment. Improving the rolls of currency on lvl38 items will only save you as much time as it takes to outgrow lvl38 items. The faster you progress, the faster you outgrow your items.


Which I pretty much agree with.


Also quoting from that thread, my ~perfect world~

"
Wooser69 wrote:
Well in a perfect world~

-Itemlevel brackets would disallow for a number of sockets and links below a threshold while the % chances of getting 6S/6L are scaled to stay the same as they are now.

-Using alchs on items below ilevel 60 would give you back a scaled number of alchemy shards, depending on itemlevel brackets. They'd just appear in your inventory like a vendor trade.

-Using chaos/regal/divines/exalts on items below ilevel 60 would give newly introduced shards of those orbs only available through these means, also scaled to ilevel brackets.

-Chromatics would consume quality to improve chances of off-colours.

-A new chromatic orb added that allows you to set the colours you need by temporarily turning all sockets white and making the item unuseable, then being able to lock the colours to the gems you then equip inside by using the orb on it again, also granting shards based on ilevel brackets and removing any magical/rare/unique qualities (or links, still fitting to minimums on ilevel brackets. can't decide on this one) of the item in the process.

-Prisms would scale to improve by an added 1% of quality per 5% of quality the gem does not have, also scaling this effect down by 1% of quality gained per every 5 levels the gem has.


ilevel brackets being 10, 20, etc up to 60, base number of shards granted from using an orb on a <30 ilevel item being 80% of its original worth, granting 20% less shards of orbs used per 10 ilevels above 20. ex: alch on ilevel 1-29 gives 8 shards back, ilevel 30 gives 6 shards, 40=4, 50=2, 60=0.

ilevel 20 items would no longer spawn/roll with less than 2 sockets, ilevel 30 with no less than 1 link, ilevel 40 3 sockets, ilevel 50 2 links, ilevel 60 no less than 4 sockets. Again, chances of spawning or rolling above 4 links or 4 sockets scaled to be the same as they are now. For reference on how maximums, but not minimums, are already ilevel based.

For reference, prism scaling:
Spoiler
level 1 gem, 0 quality, 5%, 1 prism
level 1 gem, 5% quality, 9%, 2 prisms
level 1 gem, 9% quality, 12%, 3 prisms
level 1 gem, 12% quality, 15%, 4 prisms
level 1 gem, 15% quality, 17%, 5 prisms
level 1 gem, 17% quality, 19%, 6 prisms
level 1 gem, 19% quality, 20%, 7 prisms for max quality
level 5 gem, 0% quality, 4%, 1 prism
level 5 gem, 4% quality, 7%, 2 prisms
level 5 gem, 7% quality, 9%, 3 prisms
level 5 gem, 11% quality, 12%, 4 prisms, 12 for max quality
level 10 gem, 0% quality, 3%, 1 prism
level 10 gem, 3% quality, 6%, 2 prisms
level 10 gem, 6% quality, 8%, 3 prisms
level 10 gem, 10% quality, 11%, 4 prisms, 13 for max quality
level 15 gem, 0% quality, 2%, 1 prism
level 15 gem, 2% quality, 4%, 2 prisms
level 15 gem, 4% quality, 6%, 3 prisms
level 15 gem, 6% quality, 7%, 4 prisms, 17 for max quality
level 20 gem, 0% quality, 1%, 20 prisms for max quality, vendor recipe eligible


...but the world isn't perfect, so whatever.


Which I suppose is similar to your "dust" idea scrotie. Though instead of spending small amounts of dust, you'd still need a completed orb to use it on an item. Which I think would be cooler, to add more weight to the action of augmenting an item. Also incentivising trading for higher rarity orbs, to create a bigger difference in the different currency types.
IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
Last edited by Wooser69#4318 on Oct 14, 2013, 2:58:24 AM
My intent was to make self found smoother and closer to trade, not to make it better than trade. If orbs generate the same amount of value from use compared to trade, it would alter the economy significantly. I had no intention of achieving that goal, but it seems like everyone thought that I was. The current rift between use and trade is very large. I just wanted to shrink it, not remove it entirely.
"
PolarisOrbit wrote:
My intent was to make self found smoother and closer to trade, not to make it better than trade. If orbs generate the same amount of value from use compared to trade, it would alter the economy significantly. I had no intention of achieving that goal, but it seems like everyone thought that I was. The current rift between use and trade is very large. I just wanted to shrink it, not remove it entirely.
I understand that; my point is that there is a chance that shrinking that gulf won't have any significant effect on behavior, unless it's mitigated completely. First, players determine that the core of the system is the same, it's still best to hoard currency until you get a late-game item to craft on. Second, they try to get there, and they only use currency when desperate, same as before. The only thing your suggestion changes is how desperate they need to be; they don't need to be quite as stuck as before. But if they are not stuck at all, it's very likely that there's no change whatsoever in their behavior. The vast majority of players wouldn't change their behavior at all; you'd be relying on a small population to make a significant dent in average orb usage statistics.

You need to also consider the limitations of what you're suggesting. For example, imagine an itemlevel high enough for 3 variations of +Life, and another itemlevel high enough for 4 variations. Assuming the default is that all affixes are equally likely, even if you raised the chances of "best possible" on the 3-variations item from 33% to 50%, it would still be strictly inferior to the 4-variation, which would have a 25% chance of the same affix and an additional 25% chance of a better one. The nature of what you're trying to do here prevents subtle, minor changes, because such changes would be ineffectual; furthermore, even drastic changes would have comparatively minor effects on player behavior.
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 14, 2013, 5:28:06 AM
"
ScrotieMcB wrote:
Just having a cigarette and had a thought.

If I could go back in a time machine to two years ago, I'd suggest this:

Instead of having discrete currency (Orbs), we should have a more continuous currency — dust (and powders and balms and salves). The idea here is that, instead of requiring one Exalted Orb to use on an item, you'd use a fixed amount of dust based upon the itemlevel of the item you're modifying (perhaps 60 Exalted Dust for an itemlevel 60 item). This would, admittedly, feel quite a bit like gold, but it wouldn't be just one "gold," it would be several competing "golds;" eventually, the orb system would end up feeling like gold anyway, so no big loss there.

This would allow two benefits:
1. instead of making Exalted Orbs extraordinarily rare, you could have them show up more often but in small amounts — instead of getting 1 Exalted Orb every 10*X hours, you could find 5 or 6 Exalted Dust every X hours. Alternately, you could make it 25 to 30 Exalted Dust every 5*X hours. This allows more flexibility in terms of how consistent you want players to progress, contrasted with how excited they become when they manage to get very lucky.
2. Most importantly, crafting of low-level items is better incentivized, so players don't just hoard all of their crafting materials until they have access to the highest itemlevel bases.

... However, I'm pretty sure this is far too drastic of a change to the game to possibly be implemented now.

I like this idea. I'm glad you wrote it down. I agree it's unlikely to happen but you never know with GGG. They've made sweeping changes before.

As it stands half the crafting orbs aren't designed with low level use in mind, which is a shame.

Edit:

Thinking on this a bit further. Higher ilvl items roll more properties therefore it takes more currency to roll desirable properties than it does on lower ilvl. It's likely GGG designed common currency with sparing low level use in mind. What seems amiss is rare currency, which is impossible to justify outside of long term use (read: end game). That's where Scrotie's idea really shines. If lower ilvl used less currency, combined with fewer possible properties, low level crafting might really be worth it. At the very least it'd diminish the guilt I feel low level crafting. Another nice thing about smaller currency: opportunity costs can easily be adjusted.
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 14, 2013, 8:11:36 AM
"
Veta321 wrote:
Another nice thing about smaller currency: opportunity costs can easily be adjusted.
That's really the core of the idea, and its single best feature: giving devs the ability to directly alter the opportunity cost of low-level crafting vs high-level crafting. If 60 dust for a ilvl 60 item and 10 dust for an ilvl 10 item was found to be imbalanced in either direction, they could put out in the next patch notes "Amount of dust consumed while crafting has been adjusted" and keep things on an even keel. Eventually trial and error would determine the right numbers; it wouldn't be necessary to guess at it purely with theory. This kind of adjustment is impossible under the current orb system.

edit: Started a new thread in GD to get some reactions specific to the dust idea.
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 14, 2013, 11:34:45 AM

Report Forum Post

Report Account:

Report Type

Additional Info