Crafting orbs or currency? A serious discussion of the game's direction
" After 11 pages, I think it's safe to say that there will be no developer input on this topic. Developers are a funny breed, once they get it in their heads that something that they came up with is an 'elegant' solution, criticism falls on deaf ears. |
![]() |
"I don't care what GGG does or how they make it happen, but this should be the main takeaway. Finding or making something yourself is more satisfying than trading for it. |
![]() |
Orbs have a relationship to items outside of their trade value.
GGG must balance the item creation aspect, the trade value of orbs is a secondary effect. If GGG feels that the right amount of end game items are being crafted vs found, then the economy will have to quiesce at this drop rate. Upping the drop rate would cause the value of items to become inflated relative to the orbs (inflation in this case is what I believe the OP actually wanted, its not some evil side effect because our currency actually has intrinsic value) but would also swing the balance of how end game items are being introduced more in the favor of crafting. Its the crafting vs finding tradeoff that GGG will set, and the item prices in orbs will fall out. Personally, I like both impacts of upping the drop rate, maybe we just need more affixes to make crafting harder instead of less orb to make crafting more infrequent. |
![]() |
I read through a lot of this thread and agree that crafting is broken in its current state, and that in turn breaks the economy
I do think crafting should be a currency sink, but i also agree that it's far far too random right now. people were talking about d2's determined recipes for crafting gear. what if we were to apply that to PoE's crafting system? for example lets say that you have a 5 affix rare and want to roll a final affix on it. currently, you would throw an exalt at it and pray that you got not only the right affix, but also the max possible range of that affix. what if instead there was a recipe for [random lvl 73 affix] that you would give to the vendor plus one exalt (to keep the current sink intact). there's still an air of randomness, but it's not as much of a dice roll as before. you could even have a different recipe for each affix, but it would be more expensive and you wouldn't be able to control the level of the affix. |
![]() |
" But the whole point of trying to make a 'build' is that you are in 'full control' of the direction of the build... Why the desire to take away player control? |
![]() |
" im not sure what you are trying to say here. My post was about crafting items. |
![]() |
My only complaint about this game is the crafting, in theory its an awesome part of the game, and what really attracted me from the D3 lottery i was playing before. In D3 we all know you found items that were worth picking up and just closed your eyes and hoped for some miracle crit and dmg rolls. What a revelation though here, you can craft items to fit your specific build using crafting materials you find in game. Except its almost impossible to do, not because the item affixes are broken, but because finding the required orbs to craft 1 item would take a decade.
Truthfully the only useful crafting orb is the Chaos, and thats just the lottery again. The alt - aug - regal method is pretty fun, but you can blow through 100 alts in no time. The Eternal orb is fantastic though, just too rare. Perhaps Standard league could have its drop rates tripled, and HC and Onslaught only 1x. |
![]() |
" I'm saying that your 'solution' still required that the player not be able to fully control their build. You would still like to have an element of 'uncontrollability' even with an 'improved' system. Why not go the whole hog - yes, the player can fully control, by one means or another, by some form of reward system, everything that happens to it regarding affixes and slots? |
![]() |