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

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.

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Veta321 wrote:

POE has a great crafting system. But it doesn't make sense to use at low levels. That's too bad because it adds depth to itemization. OP wants low level crafting to be a player choice rather than a noob trap. OP's idea is simple. Reduce the cost of low level crafting such that it is more in line with its opportunity cost.

What is opportunity cost? Opportunity cost is what you lose when you do something. In this case the cost of crafting low level temporary items is crafting permanent end game items. Thus, crafting to save yourself time farming versus hoarding for end game trading/crafting must be a legitimate choice.


We already have cents, they're called lower tier orbs. And opportunity cost is already less for lower level gear:

If you want a top-tier bracket on a mid-level item, you only need to roll against about 3 other brackets.

If you want a top-tier bracket on a top-level item, you need to roll against 6 other brackets.
"
Novalisk wrote:
"
Veta321 wrote:

POE has a great crafting system. But it doesn't make sense to use at low levels. That's too bad because it adds depth to itemization. OP wants low level crafting to be a player choice rather than a noob trap. OP's idea is simple. Reduce the cost of low level crafting such that it is more in line with its opportunity cost.

What is opportunity cost? Opportunity cost is what you lose when you do something. In this case the cost of crafting low level temporary items is crafting permanent end game items. Thus, crafting to save yourself time farming versus hoarding for end game trading/crafting must be a legitimate choice.


We already have cents, they're called lower tier orbs. And opportunity cost is already less for lower level gear:

If you want a top-tier bracket on a mid-level item, you only need to roll against about 3 other brackets.

If you want a top-tier bracket on a top-level item, you need to roll against 6 other brackets.


1) Different orbs do different things. Exalting low level items is silly, changing drop rates won't change that. Exalted dust would be used differently than Chaos dust.

2) The opportunity cost of low level crafting isn't how much currency you use. Even one orb for low level crafting is hard to justify. Rare orbs are even worse. Why is that? The opportunity cost of crafting 1 low level rare is how long it takes to find 1 high level rare or another equivalent currency at a high level. Presumably the benefit of low level crafting is the time saved by progressing more quickly. But then the benefit of low level crafting is only ever as great as how long it takes to outgrow the craft. Ergo it almost never measures up to the value of non-temporary end game items.
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 15, 2013, 3:52:20 PM
"
Veta321 wrote:
"
Novalisk wrote:
"
Veta321 wrote:

POE has a great crafting system. But it doesn't make sense to use at low levels. That's too bad because it adds depth to itemization. OP wants low level crafting to be a player choice rather than a noob trap. OP's idea is simple. Reduce the cost of low level crafting such that it is more in line with its opportunity cost.

What is opportunity cost? Opportunity cost is what you lose when you do something. In this case the cost of crafting low level temporary items is crafting permanent end game items. Thus, crafting to save yourself time farming versus hoarding for end game trading/crafting must be a legitimate choice.


We already have cents, they're called lower tier orbs. And opportunity cost is already less for lower level gear:

If you want a top-tier bracket on a mid-level item, you only need to roll against about 3 other brackets.

If you want a top-tier bracket on a top-level item, you need to roll against 6 other brackets.


1) Different orbs do different things. Exalting low level items is silly, changing drop rates won't change that. Exalted dust would be used differently than Chaos dust.


It might seem like they do different things, but the end-result is the same. You want to craft an upgrade, and lower-tier orbs allow you to do that. I get the feeling people want this not because they need exalts for upgrades, but because exalts are a rich-only item that most people never get to use. In that case, take the issue up with the real problem. Make exalted/eternals easier to get and add a proper item sink to compensate.


"
2) The opportunity cost of low level crafting isn't how much currency you use. Even one orb for low level crafting is hard to justify. Rare orbs are even worse. Why is that? The opportunity cost of crafting 1 low level rare is how long it takes to find 1 high level rare or another equivalent currency at a high level. Presumably the benefit of low level crafting is the time saved by crafting gear to progress more quickly. But then the benefit of low level crafting is only ever as long as it takes to outgrow your low level items. Ergo it almost never measures up to the value of non-temporary end game items.


Of course it is. The cost is directly connected to the benefit. You can't have one without the other. Crafting in lower-levels is significantly less costly than crafting in higher levels. Maybe not to the levels that you want, but that doesn't mean we need a dramatic change in the orb system.
Last edited by Novalisk#3583 on Oct 15, 2013, 4:04:43 PM
Opportunity cost is not the same as cost. The cost of crafting at lvl20 is the same as lvl80. The opportunity costs are different and influenced by completely difference circumstance. The opportunity cost of hoarding low lvl currency is slower progression. The opportunity cost of spending low lvl currency is mapping and end game 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
Veta321 is right about the opportunity costs, devs have asked how players can be prevented from hoarding currency throughout the game, the answer is: lower opportunity costs for using the currency on varous gear.

i got tabs full of mid game magic items i won't spend a regal orb on (can't remember the last time one of these dropped for me, the ones i have are traded).

if there were a scaling currency, as op suggested or i could use orb shards on mid game gear with less costs i would do alot of crafting.

as it is now these items will stay in my stash forever or until it's worth crafting mid game gear for pvp using normal orbs.

age and treachery will triumph over youth and skill!
Really like this idea as i am still a new player and don't have a lot of equipment high enough level for it to be worth my currency.

It makes for smoother item progression throughout the game and makes leveling fun instead of a chore to grind to end game for uber gear. And this could open up new market for low - mid level gear for trade instead of everything being level60+ end game gear.
http://www.myit-media.de/the_end.html
"
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.





/Thread



However, I think it would be more beneficial to separate crafting from normal orbs into there own version(s) for gear.
Orbs also serve as a progression system. If a player obtains an item that merits the use of a higher-tier orb, that gives the player a sense of accomplishment and progression.

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