Path of Exile: Forsaken Masters

Please, let me play and spend money on your game!

Change the camera angle, it is too vertical right now... and it is a game breaker for me and the SOLE reason I do not play this game.
Finally some really really nice features, I must admit :).

What about the item level display (for affixes) in the crafting bench?

Will it be some option to see that parameter without writing /itemlevel each time?
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
Last edited by NeroNoah#1010 on Jul 31, 2014, 1:58:04 PM
"
geradon wrote:
"
NeroNoah wrote:
PS: looking forward to some economical analysis.

*puts his finger in the wind* - gear prices will fall as more orbs are used for crafting, resulting in more mid to endgame gear on the market.


One Economic rule to remember is supply and demand.

~ Better items would increase the quality you get per currency
~ However, stash tabs limit the number of items on the market
~ This leads to better items being vendored as well (than previously)

So for the same 1-2c you now get a slightly better item...

This in no way should affect perfect items. This does not do perfect mods...

However, the greatest affect will be on high level "good enough" gear. This is the more common scenario where items that are missing something fundamental could potentially gain it, and now become "good enough" for a high level player to use. Here we are talking about gear costing in the low exalt range.

What does this mean? This only means that crafting on high level gear might have to cost an appropriate amount... believe it or not, if the items would have been 20c without that mod, and an item with that mod is worth 30c... then the mod really only needs to cost 10c to keep it in balance. Guess what? GGG isn't stupid. They'll put this at the point of balance they like it. Adding, removing, limiting, and currency pricing as they see fit.

All in all, this could be very good for low and mid level players, whom are a bit excluded by the current crafting.

A potential side effect is that this could take the place of some exalt usage, which could encourage a downward pressure on exalt prices... which would encourage Yolo Exalting and perfect item crafting, and thus self stabilizing at some threshold.

As this takes alchemy and chaos, it could potential put an upward pressure on chaos prices (assuming people currently aren't really yolo chaosing mid level gear currently.) This may further decrease the gap between Chaos and Exalts some.
Last edited by DragonsProphecy#4593 on Jul 31, 2014, 2:21:06 PM
"
Gregoriel wrote:
"
geradon wrote:
"
NeroNoah wrote:
PS: looking forward to some economical analysis.

*puts his finger in the wind* - gear prices will fall as more orbs are used for crafting, resulting in more mid to endgame gear on the market.


One Economic rule to remember is supply and demand.

~ Better items would increase the quality you get per currency
~ However, stash tabs limit the number of items on the market
~ This leads to better items being vendored as well (than previously)

So for the same 1-2c you now get a slightly better item...

This in no way should affect perfect items. This does not do perfect mods...

However, the greatest affect will be on high level "good enough" gear. This is the more common scenario where items that are missing something fundamental could potentially gain it, and now become "good enough" for a high level player to use. Here we are talking about gear costing in the low exalt range.

What does this mean? This only means that crafting on high level gear might have to cost an appropriate amount... believe it or not, if the items would have been 20c without that mod, and an item with that mod is worth 30c... then the mod really only needs to cost 10c to keep it in balance. Guess what? GGG isn't stupid. They'll put this at the point of balance they like it. Adding, removing, limiting, and currency pricing as they see fit.

All in all, this could be very good for low and mid level players, whom are a bit excluded by the current crafting.


And what about craftable uniques? They were mentioned. Do you think they will be common uniques or it will be some build enabling ones too?

I guess that if they add some difficult items to drop, they price will be more expensive than the actual market price by some margin.

It would be hilarious if someone buys a facebreaker, but it could lost it's uniqueness...We'll see.

I expect this makes smithing for profit and specialization more easier. The economy needs more professions for the average player.
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
Holy shieietieitiieiteitit!!!!!!! :D:D:D HYPEPEPEPE
HYYYYYYYYYYYYYPE!!!!

If this forum had twitch emotes I'd Kreygasm
"
NeroNoah wrote:


And what about craftable uniques? They were mentioned. Do you think they will be common uniques or it will be some build enabling ones too?

I guess that if they add some difficult items to drop, they price will be more expensive than the actual market price by some margin.

It would be hilarious if someone buys a facebreaker, but it could lost it's uniqueness...We'll see.

I expect this makes smithing for profit and specialization more easier. The economy needs more professions for the average player.


Chris did state that you won't be able to add a mod to a unique. That you'll only be able to affect sockets. This could mean 6L Shavs and etc. Which is fine if the currency price is set appropriately.

This will have the greatest affect on items that were artificially rare, and only if GGG descides that they indeed previously were artificially rare... Because they can set the price to anything... "2000 fusings"... "10 exalt"... "1 white rhoa feather"...
Last edited by DragonsProphecy#4593 on Jul 31, 2014, 2:26:51 PM
You guys are insane! You deserve way more attention. GGG > all.
GGG nice job again :)

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