Open Letter to Qarl, regarding topics discussed in RMT thread

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Veta321 wrote:
This suggestion comes up a lot and while it's good intentioned it only serves to compartmentalize the problem. That is, instead of saving to craft at level 70, players will craft at level 29, then 59, etc. Additionally, if we then allow conversion between the orb tiers i.e. 10 mini chaos for 1 big chaos, we are essentially creating a less elegant version of Scrotie's dust suggestion, linked in the OP.


And that's because it's ultimately a good solution, it works well. The difference in value between orb tiers would probably be too great for low versions to be used as currency, even alch which is 1/3 of chaos isn't used that much. If vendors aren't offering to convert them to higher-end version nobody will hoard them I can pretty much guarantee it. Scrotie's dust suggestion is good but it will lead to the same problem, people will hoard dust for high-level items.

And there's nothing wrong with compartmentalizing in this case, the bottom line is orbs will be used, people will craft with at least some of them instead of buying, and that's what matters.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Feb 27, 2014, 5:02:37 AM
That's not what matters for me. My intention was to replace brainless optimal strategy with meaningful, even difficult, decision making. I want to be challenged, not railroaded into crafting at 30 level intervals. That's no more satisfying to me than being railroaded into crafting at level 70+.
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 27, 2014, 5:09:32 AM
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Veta321 wrote:
That's not what matters for me. My intention was to replace brainless optimal strategy with meaningful, even difficult, decision making. I want to be challenged, not railroaded into crafting at 30 level intervals. That's no more satisfying to me than being railroaded into crafting at level 70+.


Sorry, but as long as something can be used at higher levels and has some value it will never ever be used on levelling, it's a pipe dream.

Look, in some of those games I mentioned it works like this:
You find a decent item and want to improve it
You check your stash to see if you got any scraps for its level range
You usually have some, drops are pretty generous for that stuff
You spend some on your item and use it

I can see absolutely nothing wrong with that, that's how it should look like, but I do agree it would be kinda cumbersome to implement here. The more I think about it, the more I get the feeling this no-gold system proved to be far more trouble in the long run than it's worth, like communism - a great idea with sucky implementation.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Feb 27, 2014, 5:21:36 AM
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So you do use your orbs for buying things then?

I would consider that using them (perhaps that was not clear in my original question.

I could reword it:

Do you believe hoarding and never crafting with, or buying something with that currency, is always the correct choice?


Ok let me ask you a question.

You think that Orbs should be used over time and not hoarded? Correct?
Most players hoard currency and that's why you got something like standard where a rare unique costs several 100 exalteds.

So what do you think of limiting currency trade to 1 completed trade only?

This way players will sell items only if they need currency.

Instead of "Selling blablablablabla N offers" there will be more concrete searchs like "N RMC O Chaos"


1 complete trade also heavily affects RMT because RMT players mostly move currency on muleaccounts so their main account doesn't get banned.
RMT sites hoard currency on mule accounts, they don't play the game.

So if somebody wants to RMT currency in future he will be forced to use the account he found the currency with.
This would also promote Item vs Item trade I am really missing in this game.

Such as "Faster Casting vs RMC" or "5 linked EV chest vs 5 linked ES chest"
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morbo wrote:

Fix your absolutely retarded "crafting" system, and you wont have problems with people (not) using orbs.
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http://www.pathofexile.com/forum/view-thread/783035

some may have seen this before , but I think its a genuinely good system. It's easy to make entry level merciless items. Gets harder to make end game items and gets insane to make BiS items. It guarantees progression.

The cost of affixes isn't fixed in stone. But ye something like this or anything similar might work. If progression through farming is assured , people wont get as made I think.

How would it effect the economy ? Well hard to say. I think people would know the price of any item. They can then either buy it for a few extra chaos (assuming the seller isn't selling it at cost price for a crafted item) or farm the materials themselves. This gives meaningful choice imo.

Hoarding won't be a thing anymore (except for those who love hoarding). You'll accumulate exactly the amount of resources needed to craft. Then craft the item. Or you're lazy and just buy it at 20% extra or something.

Gambling is a nice idea but getting a perfect item of an alch is far less likely then winning the lottery. Crafting the perfect item still requires hundreds of orbs. But the chance remains slim at best.
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Hilbert wrote:
So what do you think of limiting currency trade to 1 completed trade only?

This way players will sell items only if they need currency...(*)

1 complete trade also heavily affects RMT because RMT players mostly move currency on muleaccounts so their main account doesn't get banned.
RMT sites hoard currency on mule accounts, they don't play the game.

*it would be completely against the principle of currency - 'multiple hand-overs'

I also would (nearly) never consider to use my main account for trading - and I dont will do so if I somewhen begin to offer some stuff on a frequently basis.
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Veta321 wrote:
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raics wrote:
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Mr_Cee wrote:
No matter how 'slow' I progress, before you come close to the endgame (which demands you some upgrades) there will be a lot of situations where its better to wait for the next item to drop, instead of investing even 'lower' orbs, as Alchemy etc. It gives a bad smell to spend relative expensive currency just to see an equivalent drop at the next corner...
A possible solution to mid-level crafting I have seen working well in other online games is component tiering. So, any, for instance, chaos orb that dropped would have a chance to be 'lesser', 'regular' or 'greater', first one being useable on items below level 30, second one 30-60 and third one on items over 60. Of course, areas up to level 30 would be able to drop only lesser orb and areas over 60 would have a lesser/regular/greater drop distribution of 10/20/70 or something.
From my experiences, when you drop crafting materials in that way you will use them, no point in hoarding anything except the highest tier.
This suggestion comes up a lot and while it's good intentioned it only serves to compartmentalize the problem.
@raics: This exactly. I'm actually pretty sure Veta here is echoing a previous post I've made on the subject.

The current orb system essentially "caps out" at, what, itemlevel 80? So until players meet, or at least get damn close to, this cap, orb consumption is pretty strongly disincentivized; as I said earlier, each time you gain access to a higher itemlevel, the value of hoarded orbs increases. Once they do meet the cap, that's the time to actually start using, if ever. So if you set a cap for a "Lesser" Orb at, I don't know, itemlevel 40, all that's going to happen is that players hoard them until they get a bunch of itemlevel 40 stuff, then dump on those items. Essentially, each time you set a level range, it's only the highest itemlevel or two within that range which is actually going to matter.

Also, "lesser" orbs would essentially be trash from an economic perspective. I don't think any endgame player would have the slightest trade interest in them, which means the new player who has them, and wants to trade for a twink unique, won't be able to use them to trade for what he needs. It's important for low-level items and high-level items to use the same resource, but to use it at different quantities.

That's why your particular solution wouldn't work.
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 Feb 27, 2014, 10:05:53 AM
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ScrotieMcB wrote:
Also, "lesser" orbs would essentially be trash from an economic perspective. I don't think any endgame player would have the slightest trade interest in them, which means the new player who has them, and wants to trade for a twink unique, won't be able to use them to trade for what he needs. It's important for low-level items and high-level items to use the same resource, but to use it at different quantities.

That's why your particular solution wouldn't work.


It isn't my solution, it already works in a number of online games, and works great - you spend crafting components during levelling without any regrets (emotion, not the orb), the only thing to ponder is what item to spend them on.

And it's the whole point, making them uninteresting for trading would make them interesting for crafting, you can't really have both. Endgame players not needing them means they'll be willing to get rid of them at some ridiculous price too, so they end up at those that need them.
Wish the armchair developers would go back to developing armchairs.

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◄[www.moddb.com/mods/one-vision1]►
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ScrotieMcB wrote:
@raics: This exactly. I'm actually pretty sure Veta here is echoing a previous post I've made on the subject.

The current orb system essentially "caps out" at, what, itemlevel 80? So until players meet, or at least get damn close to, this cap, orb consumption is pretty strongly disincentivized; as I said earlier, each time you gain access to a higher itemlevel, the value of hoarded orbs increases. Once they do meet the cap, that's the time to actually start using, if ever. So if you set a cap for a "Lesser" Orb at, I don't know, itemlevel 40, all that's going to happen is that players hoard them until they get a bunch of itemlevel 40 stuff, then dump on those items. Essentially, each time you set a level range, it's only the highest itemlevel or two within that range which is actually going to matter.

Also, "lesser" orbs would essentially be trash from an economic perspective. I don't think any endgame player would have the slightest trade interest in them, which means the new player who has them, and wants to trade for a twink unique, won't be able to use them to trade for what he needs. It's important for low-level items and high-level items to use the same resource, but to use it at different quantities.

That's why your particular solution wouldn't work.


Wouldn't that be easily solved with...

2(?) low tier orbs combine(vendor) into 1 medium tier orb.
2(?) medium tier orbs combine(vendor) into 1 high tier orb.

?

As for it being a problem that everyone would hoard and only use at the end-of-tier ilvl, BS, some people would min-max like that, yes, they have to min-max everything. Others would use them as and when they thought they'd get the most fun out of them. Even those that did, are doing exactly what they would now only 1/3rd less hoard.

I fail to see how raics' suggestion, with the above mechanics would be worse than now. It would be a lot better, imo.

Personally, I couldn't give a shit about the 'problem' of these low lvl orbs being crafting mats rather than currency, but I'll concede this is first and foremost a shopping game, so put forward the above.
Casually casual.

Last edited by TheAnuhart#4741 on Feb 27, 2014, 11:25:06 AM

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