Currency value tables, and the inconsistencies
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I have had a hard time trading currency as of late. Feels like anymore, people "use" the website based on the better ratio in their favor. The difference between the 2 sites is very wide.
I would love to see GGG add one to the official site and allow us as players to vote the currency here, so we have a official page. Have a look for yourselves to see the difference. (link removed) http://exilestats.com/ex/ Trying to trade up in value per orb, or down is getting ridiculous. Anyone else having this problem? Last edited by Michael_GGG#0000 on Jun 26, 2013, 3:56:02 AM
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No. There are no set values. You should also remove the one, as it is a RMT site.
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The problem is that people use currency websites to define what their stuff is worth to begin with.
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I use http://pathofexileguides.net/ I have no idea how accurate it is. Ultimately I use what I find so haven't traded any currency. So I look at what I have acquired to see what should be going for what in my own little corner. 2 weeks of saving all your currency in a separate tab should give you an idea on how rare each type is. The usefulness is a major factor to a point since we all want to trade our crappy currency for something better. So there's value in that.
I have a hard time pricing gems. Buying armor is same thing so I skip it. Your not alone. I'm sure some people are doing well trading in this system. Its to vague for me. Last edited by Torrentula81#6280 on Jun 25, 2013, 11:18:51 PM
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" If the player base is voting to adjust the currency it still gives the currency value per demand. It is essentially the same thing. I understand what your getting at, but having it floating in space and not in table form is splitting hairs. Outside of that, it would be a valuable tool for new players, and veteran players. I don't want to break down the approximate value of items to fusings so I can find a trade ratio, such as chaos to jeweler's orbs. Leaving it to 3rd party sites is a bunch of wtf. |
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Barter system is for bartering. What's the point of having orb currency if we assign static values to an item. A GCP may be worth 7 fusings to you, but 8 to someone else.
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" Then you could vote your opinion. And if there was a general consensus, the values would change accordingly. Just as it would in game. |
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Orb exchange rates should be fixed, based on their drop rate (objective value) and officially posted on this site. Orbs are immutable, dont have random properties and thus can be precisely evaluated by their drop rates.
Trading is already a freaking time-consuming chore without: 1.) Needing to remember all the subjective exchange rates, for all leagues you play in, accounted for inflation, Chinese farmers, RMTers, blah blah blah... 2.) Bartering with offended nerds, who don't see X being valued for Y, as you do, because they come from another league economy or follow another PoE stock market financial site. Having to open Financial Times and looking at stock market charts to be able to play an ARPG is ridiculous. The only things open for bartering should be gear, quality gems and (non white) maps. Everything else should have a fixed officially stated value across the whole realm. Stop deluding yourself that this virtual economy can function as a real world one. GGG needs to go cartel and set rules. When night falls
She cloaks the world In impenetrable darkness |
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" I agree some rules need to be set up but only using drop rates doesn't give us the real value. The amount of items needed for a success on average would have to be included such as how many fuses needed to get an ok result. Another hard one to price out would be a chance orb vs an alchemy. Ultimately looking at how many chance orbs to get a rare but then again its value is increased even further because the player needs more raw items. So we need to value the extra items and time needed to acquire and save them into the cost. Drop rate doesn't reflect the usefulness of the item as far as I know. I assume its a fixed percentage instead of a formula based on how many are still in circulation. So the drop rate is fixed but not the usefulness. Look at how may crappy orbs we have such as transmutations and alteration vs the ones that we want to use like alch and fusing. The low level orbs drop alot but thats not why they would be cheap. Its because they are near useless. So in this example drop rate doesn't reflect cost at all. Only because of a randomly picked vendor value has been added are we even picking them up. So to a degree any price set on drop rate is arbitrary. At this point any price is better then none. The drop rate could be adjusted to create a natural market value. The best way would be looking at how many of each item are people using. People will use up materials if they think its worth it compared to another option or time needed to do it in the first place. So if alot of people are using an item the drop rate slightly decreases until you see a balance again in consumption. Not enough people using an item the increase drop rate. Maybe it takes to long or need to many. We need the drop rate to reflect the value. Not value based on drop rate. Last edited by Torrentula81#6280 on Jun 26, 2013, 6:01:48 AM
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GGG will never officially set the rate of orbs beyond what the vendors in game offer and the vendors -should- be considered an extremely high rate to make people want to trade with other players.
The economy is flexible and will continue to change, that's just the nature of an in-game economy. GGG isn't here to micromanage orb values. “Too often we underestimate the power of a touch, a smile, a kind word, a listening ear, an honest compliment, or the smallest act of caring, all of which have the potential to turn a life around.”
—Leo Buscaglia Contact support@grindinggear.com to report issues relating to the game or forum. Thanks! My beloved pets.... ![]() |
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