Open Letter to Qarl, regarding topics discussed in RMT thread

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Qarl wrote:
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ephetat wrote:
...


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Chris wrote:
Some players immediately use all their currency items on the spot to improve their character. These players generally have quite powerful characters and items, but are always low on actual currency items to trade. They’re often seen trading powerful upgraded items for currency, in an attempt to reroll/upgrade other items and fuel their addiction.

No, Chris. This isn't the case, not any longer, not for some time.


Players definitely still do this. There is a decent portion of players who do use all their currency on items, and a good portion who actively use much of their currency on items. Both these groups tend towards heavy item traders. (Not all of them though, there are those who use their currency on items and do not interact with others at all.)

You are generalising your own experience with the game to others. There are a wide variety of styles of play.


Indeed, not as far as trading goes (or partying, too, maybe).
And you can imagine what a busy time that is, huh?

Hint, >5100 hours, 1 single eternal orb.

*nods*
Casually casual.

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Tanakeah wrote:
Spoiler


And if I may ask, who are these 'decent portion of players' that you are...well...making what seems to be a general statement about? Are they newer players who, when they get currency via whatever means, start throwing it at items they have and want to try and craft? Ones that are experienced and are trying to craft specific stuff and know they need to hoard and pool before trying? Are they newer/experienced players that are just throwing currency at items as soon as they get it and then wait for a few more currency orbs to drop and then immediately throw them at said items, or what?

I'm not going to speak for anyone but myself here as I have read this thread from start to finish and speak from my experience alone. At first, I did what Chris said...I would trade items that were 'powerful' and ones I didn't need for currency so I could try and craft gear for myself. After all, that's what I thought the notion of CRAFTING ORBS in this game was about. Not talking about trading or the 'barter economy'...to me, and just to me here, if orbs have properties that allow you to craft items in certain ways, then they are CRAFTING ITEMS. Well, apparently I was very, very wrong. As much as I hated to admit it, the reason that I was originally drawn into this game was becoming more and more clear that it was the most unrewarding, illogical, silly thing to do. Crafting, I began to understand, was an absolute CRAP SHOOT 95% of the time.

The ONLY REASON, the ONLY REASON that it is even remotely good is because you have enough people BRUTE FORCING THE RNG and FINALLY getting things that are worthwhile and in the higher end of things, that means mirror-worthy items. BUT, let's step away from that because that's not the main focus here, and I do realize I might go a little all over the place, so I apologize if I'm not as coherent as I would like to be. I, like others, have realized that crafting is not worth the time or the effort, EVEN WHEN I HAVE ITEMS THAT ARE MOST CERTAINLY WORTH CRAFTING. The last successful item I 'crafted' was this:



But you know what? The ONLY mod on there that was crafted (and took 5 eternal orb tries for) was the life mod. Everything else on that item was already there when it DROPPED for me. I didn't start 'from scratch' and try the transmute/alt/aug -> Regal -> Eternal/Exalt route...that would've been a MASSIVE waste of currency to me. ...Ironic...I keep calling the orbs currency and not crafting components, but that's another tangent I'll stay away from. Here are some other items that I have in my stash that I WANT TO CRAFT, but I REFUSE to even attempt to try with:

Spoiler


I have at least a dozen more in my stash as well. Now, most are going to say, "Oh, those are not god-tier items, blah, blah, blah, blah." and you know what? I DON'T CARE! I don't NEED god-tier items to have fun in this game, but instead of this game ENCOURAGING me to try and craft items, it DISCOURAGES me to do so because of excessive RNG amongst other things. I am well aware I have more than a few pieces of mirrored gear that I saved up for and bought and traded for, and that's also telling...I know that when shooting for those kind of upgrades to what I had originally that it's better to hoard and spend currency on those rather than try and do it myself because 95% of the time it's CHEAPER in the long run. That's because the crafting isn't crafting...it's GAMBLING, and I don't want to gamble with the amount of RNG in this game. I weighed the pros and cons of it and in the end it's more logical to just hoard and buy for a set price because the game will not throw me a bone.

What I want to emphasize is not the mirrored items or anything like that, but as others have most likely said, players begin to realize that the crafting isn't crafting and it's just gambling that leads to little to no gains. The game doesn't encourage you to use these crafting resources even as you level up, and while newer players will certainly use them (I know I did) they will eventually realize that it's actually a waste of those resources. Better to save everything up and scrape by with lesser gear that more than does the job until maybe late Cruel and then it's hop on board the poe.xyz train and learn how to search for what you want and looks for the cheap deals and learn better gear management. I had to learn this disappointing route myself and that to me is a real shame, and I think more and more people are beginning to realize this as well.

Again, I know this was a bit all over the place, but it still makes me shake my head. These 'crafting orbs' have lost much of their value in terms of crafting and have become the defacto currency in this game...they are like copper, silver, gold, and platinum of other games, but just have other uses for them. Their monetary value is and has far outweighed their practical crafting value thanks to a multitude of reasons, one of the big ones being (once again) the excessive amount of RNG in this game and it has really hurt these orbs in that way. I feel as if GGG originally wanted the CRAFTED ITEMS that people used the orbs on to be the 'barter currency' that players would use, but from my perspective, players realize that they're true worth is to give to others who brute force the 'gambling RNG' and that hoarding to save up for items (crafted or dropped) is a much more logical decision in the end.


Well said.
Another much faster response to something Qarl said that wasn't really directed at me.
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Qarl wrote:
Both of these intentions indicate investment and interest in the game. I do not consider that a bad thing.
Interesting view, I hadn't quite looked at it from what you might consider the "Any press is good press" angle of character advancement.

My only minor qualm with that view is that it's exponentially more fulfilling successfully craft something, rather than purchase it. The game leans too hard to the "Buy the thing you need, don't craft it" side of the spectrum, rather than the "Spend a bunch of time crafting an item that's perfect for you" side.

I think I might just feel this a bit more than other players, because I often build Scions with small health pools and a considerable amount of resistance from the tree. Since the mantra traders follow is "Tri resists and life", it can make finding gear my Scions actually need a fair bit harder.
Last edited by ComradBlack#7555 on Feb 27, 2014, 5:19:06 PM
I'm getting a vibe from Qarl of "It doesn't matter if you enjoy the ride, as long as you stay for the whole thing" in regards to actually progressing with crafting. That's not a vibe i want to get from a GAME developer...*

Interest and investment does not mean they enjoy it until they hit the late stages. They know that after they manage to get through the gruelling crafting or trading process they will be able to fully take advantage of the games great and complex+deep mechanics.

Is this really what you want your game to be known for?




*Disclaimer because everybody takes everything i say the wrong way: A vibe is a vibe, not something I'm claiming to be fact. Qarl could very well not be thinking this way at all, or only thinking this way subconsciously.
Last edited by Xendran#1127 on Feb 27, 2014, 5:22:40 PM
GGG please update the 'game' page, is misleading.


Not a 'strong barter-based online item economy' but a 'strong currency-based -monetized- online item economy'!
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The specific issue being referred to was players unable to progress, where a solution was in their inventory. This is generally not a current issue. It was an issue some time ago, and I was discussing the nature of the issue as in aside in another thread.


You know that CB had no resist penalty for a long time and damage was scaled far smoother?
My first character ever died on Vaal Ruthless to an off screen lightning.
Looking back at the EQ I had after I reached maps the first time it was laughable.


After knowing patterns of bosses I did Vaal Ruthless with level 38 EQ. Cruel with the same crap as in normal.

There was no need to upgrade.
You better had Turbo HC 1 week in CB statistics.
Because the speed boosted the difficulty I had way less currency at the end of merciless because Vaal Ruthless was a challange and I needed to upgrade!

Also consider that there were currency rewards back then.
Before the last wipe they were really generous you received like 120 rare orbs from AlchemyOrb+, I remember that my stash pages were full from currency rewards.

After the last wipe you receive lower currency and more currency as race reward but instead of 4 rare currency items from a "first quest" you got 8 random.
And usually per 8 currency items you had 0-1 divine/exalted/gcp 1 chaos/regret/scouring/blessed orb 1-2 glassblowers/alchemy orb/chisel/chance orb/fusing/jewelers 2-3 transmutes/alts/augs/whetstone/scraps.


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I certainly have no issue with players having currency in their stash. In this thread it seems player indicate they keep currency because its trading value is higher than its crafting value (keeping the currency because they might want to spend it later), or because its best used in large amounts later (keeping the currency because they want to apply it to items later, in volume).

Yeah it is because it isn't crafting it's gambling.

I want a 4 link armor.
Do you think I will get one with 4 fusings or more likely with 20.

Same thing with crafting. I think from alching/chaosing items since CB I crafted like 1 useful item out of 30.
Since I played races casually I traded EQ. I got Terminus Est for 1 chaos for example.
So what's more likely for players to craft a good sword with 2 alchs or simply trade one.


To me the Standard economy is a disaster.
Because of thousands oft RMTed and hoarded orbs a new player tries to trade a better item which didn't cost much in new leagues and guess what answer he will receive?
50 Chaos?
If I were new in this game I would have got 10 at best and would quit the game.



There are so many different, disparate itemization topics being discussed here I do not envy Qarl trying to make sense of them. He deserves much praise for his patience and interaction with the community.

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Qarl wrote:
I certainly have no issue with players having currency in their stash. In this thread it seems player indicate they keep currency because its trading value is higher than its crafting value (keeping the currency because they might want to spend it later), or because its best used in large amounts later (keeping the currency because they want to apply it to items later, in volume).


There are two questions players are asking with regards to their orbs:
When do I use them?
and
What do I use them on?

Often the answer to the 'when' is not now, because currency consumption in the near future is almost always a vastly superior value-potential proposition - exceptions are covered in the OP. This question was the focus of the OP. Over the course of the thread, I tried to draw attention to why and how things could be made more satisfying to the player. Specifically by facilitating currency use outcomes that are value neutral across progression - that is, with attractive value-return on use whether you're in Act 1 Normal or High Level Maps. One way to do that would be by introducing mechanics that make low level items with desirable qualities potentially valuable in later content. Another way would be Scrotie's currency-dust suggestion. This is all in the hopes of reducing the deterministic nature in optimally answering the 'when' question. As a side note, the cases where currency use is necessary to progress are just as deterministic as any other answer to the 'when' question. I would like the answer to not be deterministic at all. I want the answer to 'when' to be a meaningful choice players make, otherwise why give us a choice at all?

I should point out there is no distinction made in the 'when' question between crafting consumption and trade consumption. That distinction is answered in the equally valid 'what' question. The 'what' question is the one that new players perhaps struggle with the most and I'm not surprised it's being brought up as often as it has been here. At present it appears to me the 'what' question is as deterministic as the 'when' question. Is it less expensive to craft or to trade? That is the underlying factor in answering the 'what' question. Other players have given their criteria for answering in previous posts. Again, this is a related but different subject from 'when'.

I tried to tackle the determinism of the 'what' question in a different thread, if anyone is interested, here it is: http://www.pathofexile.com/forum/view-thread/548056. In that thread I outline the factors that contribute to the 'what' determinism, which also contribute to the depreciating value of loot over time and long term league biflation (that is good items skyrocketing in orb value and everything else crashing in orb value).
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 Feb 28, 2014, 2:15:14 AM
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Qarl wrote:
It is important that good items drop. Being able to have good items from killing monsters is a fundamental element of the game. We more often get the complaint that nothing good drops.


Good items drop.

Players that say otherwise, don't play enough, get to high enough level to 'farm', or make effective farming characters. This is the only logical explanation, that or they seriously have immense trouble with the game barring them.

I play the game, and I have gotten tons of good drops. I have gotten lots of good orb drops as well. Things are super rare, but obtainable. There are sometimes you have to trade for a particular item, because that one has not dropped for you, but this also doesn't mean your drops are bad.

That all said, in this ARPG, getting a drop is only half the battle. This is a massive shift from every other ARPG I've played in over 20 years.

You have to make the item usable, the usable level gets higher as you raise in level, and that is where I think things fall off.

Crafting your gear at high level is very dangerous, because it can and will break your character if you don't succeed. This is the major threat that keeps me from crafting, and hoarding orbs.

You could say I can't progress because of hoarding in this sense. I could make my gear/character better, but don't, because I could lose all my orbs AND make my character unplayable.
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Tanakeah wrote:






those boots like any other rare drop, is basically waiting for the stars to align. its like having a shav/kaom drop, but its not even the greatest item. oh he even mention the life roll was not there when it dropped...
99.9% of rare drops either do not have good life/es, minimum dual resist roll or neither.
basically vendor trash.

like "crafting",farming then alc-ing or unidentifying rares is like a lotto in this game.

and only super wealthy/rmt players can afford to use currency as it was desired to "craft" them better
I am just gonna make a very simple example on why most players (including myself) prefer hording "currencies" than crafting myself.

Lets say you found a rare boots with the base you want, and you identify to get increase def/eva/es, 3 good resists mod and good run speed mod, what is missing (though not mandatory) is the HP mod. Now, there are two ways i can get a HP mod for it.. One being exalting the item and HOPE you get a HP mod, or be safe and use an eternal orb to make an imprint of it first then an exalt orb.

If i fail to get a HP mod with the first option, the pair of boots is pretty much ruined. Well, ruined is a strong word but lets just say that i have devalued it plus the exalted orb i used to "craft" it. With the second option, i am pretty much paying 2-3 ex (maybe even more with the value of eternals sky rocketing) but lets use 2ex for this example. So i will be using 3 ex worth of orbs to try to get the HP mod i want. But think about it, i can get a very nice boots with 3 ex and the amount i would get if i sell the boots. So why would i risk 3-5 ex worth of currencies to gamble, if i can use 3-5 ex to buy a pair of boots that is just as good, if not better than what i COULD HAVE gotten?

Our crafting system is pretty much a gambling system, and put that into RL's perspective.. Gamblers are either filty rich and not afraid to lose because they have so much money that they can waste without affecting their lives, or people that have little to nothing left and pour in everything they have and hope to hit paydirt. Those are the minorities compare to the entire population.

So bottom line is, the average players would generally save their currencies to buy what they want, not because it is the right way to do it, but it is the safest way.

And please dont compare hardcore players to casual players. You can play 3000 hours and not get anything, where as a causal player can play for two hours and get a mirror. Not blaming or hating the RNG aspect of the game. But the developers have to see crafting through the players' eyes.

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