Thinking Outside the Box: What if we had dust instead of orbs?
" It was a rather off topic remark that I made. It wasn't an alternative to your suggestion. just poorly phrased. I think that the dust system is a very good idea. | |
Do we not already have a shard system to this game (up to alch)? All you are adding here is the ability to use these shards AS currency so you feel more rewarded. Crafting is hardly needed at low level as you find tons of decent stuff at those levels. The game doesn't need this at all imo.
Crafting is more utilized by the "well off enough" and the rich which each of us become when we: 1) Play enough. 2) Stop dieing. (HC relevant) 3) Trade smarter. Players who are too poor to craft their own items are violating at least one of these rules stated above. When you are rich enough to start using Exalts on your gear, its an achievement. When you start alching and chiseling all your maps, its an achievement. This game is not a hand holder, it will never reward those who dont have time to play to achieve that wealth. This is an online game and those who play the most are usually the richest ones as it should be. | |
As I've already said, this is great idea.
Now why is that? Because it would simplify trading /pricing process. Money was invented for a reason, it's not all bad things. It would be easier to price /buy /sell things more correctly. It would minimize scamming, flipping, currency based quakes through the game (remember EX was 50 and then 25 chaos? Remember GCP went down the drain based on rumors?) Whole system would be more user friendly and more robust. Because it would MAXIMIZE THE DAMN CRAFTING! No, really, it's worth of caps lock :) I love crafting mechanism, it's really good, smart, creative stuff. Now whole system makes it inefficient to use, preferring buying over making. By using "dust" system you could fine tune crafting cost. Adding an affix to high level, high stat item could cost just as much (or more) as now, but adding a suffix to 15 lvl rare would be much more affordable. Now low level /low cost /low efficiency craters must adjust to "best common nominator" value system. Meaning if 700ES mirror valued shield owner has certain value in eternaling and exalting his shield, it must be same as everybody else's in game. This system kills crafting and stimulates trading. Which is bad. Less randomized game-play experience. Some people invested tons of their time in this game and have received nothing. Some people were insanely lucky and have received immense wealth on pure dice roll luck. "Dust" system makes things more fair and less random. Big thing. And... do you really need more? All would remain the same. Currency that could be used for crafting same as now. nothing major would change. Except all things would be more scaled and more fair and easier to use in their original intent. It's a really good idea, as I've already stated. IGN STD Ajax_Deadeye| Nathaniel_Corwin| Itane_Shira| Tetra_Mayani| Arkanis_Gath
[Build] TK's CoC Crit Shadow aka THE WELDER /view-thread/787487 [Shop] TK's Adventurers Pawnshop /view-thread/570071 |
|
" Interesting.
Advantage
"
Advantage
"
Advantage
"
Disadvantage
" Conjecture: Assume 100 dust = 1 current orb, and a level 40 item has dust usage = 5. Being able to spend 500-1000 alteration/augmentation dust, 5 regal dust, and 15 exalted dust to craft a relatively good level 40 item gives that dust meaning for a much larger base of players. Currently, nobody would exalt a level 40 item except for the lols.
Disadvantage
"
Disadvantage
"
Disadvantage
" " Net total +3; 200% more +1's than most ideas get! Not really much else to say that hasn't already been said, except that I have already accepted the status quo and have learned how to fun within its constraints. But the concept outlined here would make my experience a thousand times more enjoyable. EDIT:
Spoiler
" This happens already. OMG I FOUND AN EXALTED. Meh, I don't have an item worth using it on, and it's not enough buy anything worth a damn. OMG I FOUND ANOTHER EXALTED. Well I still don't have an item worth using them on, but now I can finally afford tha... fuuuuuuuuuuuuuck youuuuuu, my dream item went up to 4 EX since last week! <--Happened to me five times with BoR until I finally traded a legacy unique for one. Actually, this has happened enough times now, I don't think I could give half a shit next time an exalted (or item valued at 1-2 exalted) drops for me. It's functionally useless, occurs too infrequently to accumulate meaningfully, and no longer has any value in a flooded economy. Now, I'm all for such a fluid market, but it sucks when you're stuck in the margin where all progress seems to be dependent upon its whims. It'd be nice to have the option to do something else. Devolving Wilds Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” Last edited by CanHasPants on Oct 19, 2013, 7:33:55 PM
|
|
"I know it's kind of weird to play devil's advocate here, but I feel this is an important point. Dust would help in the balance of crafting low-level items vs crafting high-level items. This is important. However, it would not help in the balance of crafting vs trading. Why? Because of something I like to call the Thrift Shop Rule. There is no getting around this through any modification to the dust sytem; no new crafting or trading mechanic I could ever introduce will make this go away. If the original crafter/finder uses the item, gets some degree of utility out of it, and then puts it up for sale, it will always be for less than the average craft price (unless he's trying to rip people off). Why do people buy things new in real life? Simple: durability. Items in real life have a certain lifespan, influenced greatly by how they are treated, which means that buying something used can often lead to unforeseen complications when the item breaks before it completes its intended lifespan. However, PoE has no durability system. If you really want to create an environment where crafting something yourself can trump buying it used, you must be an advocate of durability systems. And not just some "token durability" which is easily circumvented, but a system which introduces a very real chance of items breaking and becoming worthless. This is why I advocate exactly such a change, despite its rampant unpopularity. For example, here I argue for a different death penalty for softcore leagues. That said, the dust suggestion and a durability suggestion are completely separate, meant to address totally separate problems. I understand fully that lots of people could be for a system which improves low-level crafting and has relatively few drawbacks, while a lot of people would be against a durability system, precisely because it has some severe drawbacks which are difficult to mitigate. Therefore, I cannot expect everyone who supports the dust idea to support a durability idea, and that's not what's being advocated here. Instead, let's just focus on improving low-level crafting vs high-level crafting, and reducing the hoarding of orbs. 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 on Oct 19, 2013, 7:28:11 PM
|
|
"This doesn't mean that the cost of something isn't a disadvantage. I think it's a very pertinent point here, especially since it would be very stupid to just implement a system like this without significant Alpha testing to iron out the wrinkles. 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.
|
|
Bump for a good idea.
Have you made a cool build using The Coming Calamity? Let me know!
| |
I don't like this idea for very simple reasons:
A pile of dust will look like a pile of gold... I don't want to run around pulling piles of currency off of mobs... Individual orb drops feel significant and fulfilling and this is a GOOD feeling. Finding one exalted orb makes 99% of PoE players' week.. I find an exalted orb and I go and kiss my wife. We crack open a bottle of champagne, call the family over to tell them the good news, update our facebooks, etc. Finding 12 chips of an exalted orb every day would cheapen that experience. We already have a system of exchanges that allows us to pull "pieces" of high-value currency at a quick rate.. Scrolls can be converted up to Fusings and maybe even to a higher valued orb. The beauty of the crafting system in its current form is that it is non-compulsory. Implement this system and we'll be able to chaos roll our noobie gear and exalt every piece... It would make it far too easy to min-max a low-level character. Personally, I like that crafting for a low-level is a waste of time/orbs. Makes you want to spend less time in town worrying about your gear and more time rolling thru the game, leveling up and finding new gear. My words are poetry and thus not subject to spellcheck or the laws of grammar.
| |
just make it so that legacy orbs ignore item level and just perform a standard re-roll
you wouldnt even need to remove them from the game, they could still exist | |
op sounds like a lot of programming
|
|