Thinking Outside the Box: What if we had dust instead of orbs?

i like this idea, right now the only use for orbs is hoarding because crafting is a joke
This would be interesting to try out
Awesome idea, man.

I've always been a big fan of "budget" systems, as their granularity greatly facilitates balance without ruining fun or depth.

"
ozzy9832001 wrote:
The heart of the problem is the crafting system is both complicated and overly convoluted.

They should first reduce the numbers of orbs in place. Alts/Trans could become 1 orb. If it's a white item, it turns it magical, if magic it re-rolls stats. Plain and simple.

Alch/chaos, could be combined, same deal as alts/trans.

No orb should drop less frequently then a chaos does now.

In the end, increasing orb drop rate significantly is the ONLY way to make them viable.

Coming up with yet another system layered on top of an already ridiculous one is just asking for even more trouble.

The problem isn't with what orbs do, it's the drop rates, and no amount of system altering dynamics are going to change that simple fact. They drop more, people will use them.

Mirrors should be extremely rare, but a divine shouldn't.

On top of all this, they are going to remove quantity from the new leagues, making currencies even MORE rare, which is the completely opposite direction they need to be going.



I agree they could make alt/trans a single orb, and chaos/alch as well, but that's not really the biggest issue.

And I disagree with you that Scrotie's "dust" would make the game more complicated.
Quite the opposite.

Currently, low level items aren't worth using orbs on.
As you obtain better items, they become more and more worth using on.

This means a new player is encouraged to NOT do ANYTHING with the currency, other than trading it away to higher level players.

Scrotie's suggestion makes it so that currency can be used on ALL items, as a lower level (or iLevel) item would require less Dust.
It's quite simple.

Instead of Dust, it could be called Essence, Fragments or Shards.
It doesn't matter.
The concept is awesome.
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Also Forum Warrior - Nice necro.
Last edited by Nurvus#6072 on Oct 18, 2013, 10:38:13 AM
^ What he said.
Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro.
"
Nurvus wrote:
^ What he said.

I see what you did there.
"
Nurvus wrote:


And I disagree with you that Scrotie's "dust" would make the game more complicated.
Quite the opposite.

Currently, low level items aren't worth using orbs on.
As you obtain better items, they become more and more worth using on.

This means a new player is encouraged to NOT do ANYTHING with the currency, other than trading it away to higher level players.

Scrotie's suggestion makes it so that currency can be used on ALL items, as a lower level (or iLevel) item would require less Dust.
It's quite simple.

Instead of Dust, it could be called Essence, Fragments or Shards.
It doesn't matter.
The concept is awesome.




Your disagreement is irrelevant, since adding anything to the current system is going to make it more complicated. Not to mention, that just dividing the current orbs into "pieces" is not going to solve the problem as it would mean there would be less currency available for crafting than there already is. In fact, it would probably even push the current situation even more in favor of hoarding as the orb's would gain more value.
"
ozzy9832001 wrote:
The heart of the problem is the crafting system is both complicated and overly convoluted.

They should first reduce the numbers of orbs in place. Alts/Trans could become 1 orb. If it's a white item, it turns it magical, if magic it re-rolls stats. Plain and simple.

Alch/chaos, could be combined, same deal as alts/trans.

No orb should drop less frequently then a chaos does now.

In the end, increasing orb drop rate significantly is the ONLY way to make them viable.

Coming up with yet another system layered on top of an already ridiculous one is just asking for even more trouble.

The problem isn't with what orbs do, it's the drop rates, and no amount of system altering dynamics are going to change that simple fact. They drop more, people will use them.

Mirrors should be extremely rare, but a divine shouldn't.

On top of all this, they are going to remove quantity from the new leagues, making currencies even MORE rare, which is the completely opposite direction they need to be going.



Higher drop rates AND a "dust system".
"
ScrotieMcB wrote:

2. Dust drop rates could be adjusted, to balance consistency against loot-finding excitement. Right now, when you find an Exalted Orb, you find, well, an entire Exalted Orb. There's no such thing as finding a fraction of one. With a dust system, that isn't the case; actually, almost any conceivable fraction of an Exalted Orb could be found. If GGG feels that players are too much at the mercy of RNG in this regard, and that instead of finding "1 Exalt" every so many hours they should find half as much twice as often, that's something they could adjust; if, on the other hand, players are so used to small piles of Exalted dust that it doesn't feel special anymore when it happens, they could make it so players find twice as much half as often. Right now, GGG has no easy mechanisms to control the balance between consistency and that "wow I'm lucky" feeling; a dust system would give them exactly such a tool.


Alot of people like that you can't find fractions of orb. So I just wanted to point out that the dust system would not have to change that. Dust could be made to only drop in stacks of 100 (or whatever).

"
ScrotieMcB wrote:

3. Increased haggling precision. Right now, offering someone "1.5 Exalt" involves a bunch of currency conversions; with dust, it's possible to deliver 1.5 uses directly, without muddling in multiple currencies. (Of course, paying in multiple currencies would still be possible.)


Or just make it bound to account! But that's not gonna happen :/
"
BloodReign wrote:

Your disagreement is irrelevant, since adding anything to the current system is going to make it more complicated. Not to mention, that just dividing the current orbs into "pieces" is not going to solve the problem as it would mean there would be less currency available for crafting than there already is. In fact, it would probably even push the current situation even more in favor of hoarding as the orb's would gain more value.

Close. The way it currently works all new players funnel their currency into the top players who actually use it. Once those new players get to a position where they can actually use their currency they no longer have any left. I agree this would encourage players to use and keep their currency instead of trading it. The effect wouldn't be negative however, currency valuation would increase while item valuation would decrease relatively. Prices would stay reasonable longer but of course they would eventually trend towards what we have now where items are hyper valued. The reason being there is no item sink and players are all chasing permanent non-replaceable gear as opposed to mere upgrades.
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
"
BloodReign wrote:
dividing the current orbs into "pieces" is not going to solve the problem as it would mean there would be less currency available for crafting than there already is
False logic and an unfair accusation. I did not and am not saying anything about overall currency drop rates here; GGG is free to set that how they choose, most likely equivalent to now (roughly the same amount of Chaos rerolls before and after). All I am pointing out in the OP is that, instead of giving you 1 unit every 2 hours, they could choose to give you 1/2 unit every 1 hour; this is the exact same overall drop-rate, and an option on GGG's part, not a requirement. This suggestion is droprate-neutral.
"
Sickness wrote:
Or just make it bound to account! But that's not gonna happen :/
And it shouldn't. Account-bound orbs would not prevent hoarding whatsoever; it would merely prevent people from trading them away. They'd still hoard them until they found (or traded for) high item-level items to craft. Obviously, account-bound would effect how trade works (and some of the ramifications are interesting to consider), but it would have absolutely no effect on how crafting works. This suggestion is trade-neutral.
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 18, 2013, 3:48:40 PM
This ... this is excellent idea!
Really, I mean it. Brilliant.

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