Open Letter to Qarl, regarding topics discussed in RMT thread
" 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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" Well said. |
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Another much faster response to something Qarl said that wasn't really directed at me.
"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
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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
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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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" 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. " 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. |
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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.
" 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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" 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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" 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 |
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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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