+1. Greatly written.
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Posted byKorvay#0105on Dec 10, 2013, 12:31:15 AM
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Lord_Kamster wrote:
I figured that once I made it to maps, currency would begin dropping a lot more, enabling me to play around and try to craft my own gear.
But nope... I swear I get even less currency now than when I was leveling.
Its a 'feature' of your chars progress: the efficiency of your gear loses on impact while the environment gets stronger, so probably you're levelling is slowed down over time. And with every area you meet twice, or even more often (reenter after a break or an instance timeout, farming for gear etc), you start to outlevel the upcoming content... and as bigger this scissor gaps, the lesser chance for currencies you get. One reason more, to not just stick with ONE char... ^^
invited by timer @ 10.12.2011
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deutsche Community: www.exiled.eu & ts.exiled.eu
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Posted byMr_Cee#0334on Dec 10, 2013, 1:05:20 AM
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Sublime82 wrote:
Trade in this game is no different from Diablo 3. Instead of finding items, you find currency and trade for what you want.
All these people defending the present economy remind me of people who defended the auction house.
LMAO
People defended the D3 RMAH because they wanted to make money off of the game, and some people made a lot of money... while people still played D3.
People who generate most of their currency by the existing system will not want it to change.
I don't think the D2 trade system was the pinnacle of ARPG trade systems, it was just archaic because the game was ancient.
D3 trashed the perception of AH trading because they hosed probability to make money. It doesn't necessarily need to be an evil system.
I like multiplayer games because I can play them with my friends, I do not necessarily want to deal with random assholes. I have to because it is the best way to not get ground to a half due to bad RNG.
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Posted byZvim#3037on Dec 10, 2013, 1:10:59 AM
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dhevil wrote:
Vendors don't sell rares because it's pretty trivial to make exactly the kind of gear you're describing yourself.
You can easily roll some fairly decent rares if you're willing to spend a couple alchs and can put up with 4l's.
Oh please do go on. =P
A guide to easy peasy (trvial) rare four link gambling would be wonderfull.
Last edited by Temper#7820 on Dec 10, 2013, 1:14:35 AM
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Posted byTemper#7820on Dec 10, 2013, 1:12:39 AM
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Melkrow wrote:
I think the RNG system needs to have some sort of ENTROPY mechanic. You know, if I keep getting shit orbs, after the 100th one, I should get a good one yeah? This especially applies when it comes to gambling, i mean crafting, items.
There's no thing like guarantee in randomness - gambling is just gambling...
Its just the implementation of a currency SINK, like the gambling in D2 - and how many of who's knowing those mechanic would prefer the LoD crafting system (from more or less expensive/rare runes, which also dropped mostly by a hard RNG) over the gambling?
Take even MXL with a very deep and intense 'real' crafting mechanic: the results of its shrines, even while nearly completely aimed for endgame, are basically random and create lots of crap in the most time - even with its 10 chances on each try/shrine. The fact that they are very common, is just based on that there was no need to take care about a multiplayer environment...
invited by timer @ 10.12.2011
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deutsche Community: www.exiled.eu & ts.exiled.eu
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Posted byMr_Cee#0334on Dec 10, 2013, 1:14:35 AM
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CirePadela wrote:
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Randomzx wrote:
Not to mention, Vendor ONLY refresh their inventory upon level up. Therefore they quickly become even more useless as if they didn't already start to plummet in value as soon as you advance through normal.
With all those things you can't control in this game, I'm surprised GGG haven't implement this:
1) You have a random chance of obtaining 0-2 passive points on level up.
2) Each time you create a character, the passive tree is randomly generated.
3) Your body parts is randomly attached to your body upon character creation.
4) Each time you level up you have a 2/5 chance to delevel instead.
lol had to say it. back to business.
I thought that desync covered that,or is desync like an extra bonus xp loss ? =p
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Posted byTemper#7820on Dec 10, 2013, 1:16:18 AM
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IlyaK1986 wrote:
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Sublime82 wrote:
Trade in this game is no different from Diablo 3. Instead of finding items, you find currency and trade for what you want.
All these people defending the present economy remind me of people who defended the auction house.
LMAO
The funny thing is, that's exactly what this game functions on--poe.xyz.is, currency drops, and buying items rather than finding them. For a system that set out not to revolve around currency, GGG somehow managed to do exactly that, while trying to do exactly not that.
That takes a special level of ineptitude IMO.
Not necessarily, you can easily play self-found... you just will likely struggle at some point with the gear.
I do not think you need to insult the people at GGG by calling them inept just because you do not think it is the best system to use, that is pretty harsh on them.
The existing system is functional but it is not as fun as it can be and it leaves people exposed to bad RNG, which really isn't very hard to do. There just needs to be some kind of safeguard where 'average' quality loot drops more frequently than 'garbage', this can easily be done by weighting affixes so it is as probable of getting a junk item as it is getting an exceptional item.
If this weighting was pushed towards currency rather than drops it would also promote people to use alchs, chaos to craft. At present the probability of ending up with an item worth an alch or a chaos from a craft roll is poor.
It would be better for the game if trading was for really good items and but most people had no major issues finding or crafting fair to good items.
There is too much junk for sale and that is because too many items are crap and are barely worth holding on to get a few alt shards or to save for getting a reroll because your stash is full of similar crap items... which usually ends up as crap anyway. :P
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Posted byZvim#3037on Dec 10, 2013, 1:21:25 AM
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Mr_Cee wrote:
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Melkrow wrote:
I think the RNG system needs to have some sort of ENTROPY mechanic. You know, if I keep getting shit orbs, after the 100th one, I should get a good one yeah? This especially applies when it comes to gambling, i mean crafting, items.
There's no thing like guarantee in randomness - gambling is just gambling...
Its just the implementation of a currency SINK, like the gambling in D2 - and how many of who's knowing those mechanic would prefer the LoD crafting system (from more or less expensive/rare runes, which also dropped mostly by a hard RNG) over the gambling?
Take even MXL with a very deep and intense 'real' crafting mechanic: the results of its shrines, even while nearly completely aimed for endgame, are basically random and create lots of crap in the most time - even with its 10 chances on each try/shrine. The fact that they are very common, is just based on that there was no need to take care about a multiplayer environment...
POEs gambling system doesn't even make a scratch on D2 gambling system.
You see,in order to gamble and I mean constantly ride the slots,to have even some success you need to have the currency that particular gamble system requires to spend.D2 provided that currency in abundance,POE does not.
I'm fine with gambling,I loved D2 gambling in D2.
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Posted byTemper#7820on Dec 10, 2013, 1:34:08 AM
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Sublime82 wrote:
Trade in this game is no different from Diablo 3. Instead of finding items, you find currency and trade for what you want.
All these people defending the present economy remind me of people who defended the auction house.
LMAO
Yup,when everyone finally gets over their hate of D3,they may start realize that POE is a shopping game and I'm fine with that.
It's the vision.
Last edited by Temper#7820 on Dec 10, 2013, 1:38:01 AM
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Posted byTemper#7820on Dec 10, 2013, 1:37:18 AM
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Yosakoi wrote:
Saving up currencies so I can buy end-game gear is not my idea of fun. Every alch used on leveling gear feels like a waste, because I can get the exact stats that I want via trading, and websites like poe.xyz make this much more accesible.
I would love to see level appropirate currencies, like tiers If you may. You could have Tier 1-8 currencies, and each tier would be harder to get, and only affect items of equal itemlevel.
For instance;
Orb of Alchemy T1 would affect level 1-10 items
Orb of Alchemy T6 would affect level 60-69 items
Obviously Alch T1 would drop much more often than T6, and only in T1 zones (levels 1-10). You could apply all existing currencies (except mirrors and chance orbs maybe) to this tier method.
Got a level 18 rare ring with great stats, but you want to roll life leech? Just use one or two Exalted Orb T2.
You still get the RNG'ness of random stat rolling, but at least it would feel much more rewarding finding and using said currencies while leveling.
Have the current drop rate apply to highest tier of orbs and make previous tiers mergable via vendor recipe. 10 T6 exalted orbs = 1 T7 exalted orb, make drop rates so that you have a higher chance of obtaining the T7 exalted than 10 T6 exalteds, so people would not feel compelled to grind lower level zones for currency. This way you could use all the orbs you find, and merge the extra ones you find to the next tier and keep going.
With proper implementation, this is the most reasoable proposition i've seen here. I dont think it will ever be implemented, however, but it sounds nice.
P.S. Ir would be funny to get tier 1 mirror of kalandra, usable on lvl1-10 items only :)
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504
There is no knowledge
That is not power Last edited by MortalKombat3#6961 on Dec 10, 2013, 1:56:05 AM
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Posted byMortalKombat3#6961on Dec 10, 2013, 1:50:16 AM
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