orb tax

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Special wrote:
the last thing i want is some damn orb tax

it's not about you, it's about the game.
you would profit from a higher orb drop rate as well as from a better implemented magic find system.
age and treachery will triumph over youth and skill!
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Perfect_Black wrote:
I would argue that RNG and drop rates work as methods to force or incentivize people to consume currency.

yes but that is no guaranteed method to regulate the amount of orbs floating in the game's economy for the game masters but that is needed to allow higher drop rates which make the game more rewarding.
the suggestion of a temporary mf boost you get by crafting is not doing that either but a step into that direction.

i was asking for other methods to force or motivate people to spend their currency.

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Perfect_Black wrote:

The uncertainties of RNG and drop rates lead many players to either trade their currency for items or gamble their currencies on items to try to obtain upgrades.

while the uncertainties of the random crafting (crambling) outcome definitely let people (undeliberately) spend more currency on crafting the current drop rates do not:
if there is a shortage of currency, people spend what's needed and save the rest (as you can see in europe currently). if there is a steady supply of orbs from race rewards or playing ingame, people do spend more which results in better gear floating around of course.

and although ggg chris stated once that the game will not invalidate your efforts by continually increasing the numbers on possible stats when adding content which results in gear with godlike stats stays gear with godlike stats forever, godlike gear floating around is no problem at all.
players who beat the game by maxing out their chars ability and gear are encouraged to do the same on other characters and in separate leagues or races to keep them playing which should work out fine.

so the only problem at the moment is market prices being so high that new players cannot pay the prices and are barred from trading and so ingame progress through trading.

the question remains on how to motivate players to spend orbs.
age and treachery will triumph over youth and skill!
some update:

polarisOrbit has the idea of a direct trading tax. it has it's advantages.

scrotie is for generally make orbs account bound. if combined with a certain timeout this probably could work (means orbs can be traded only 1-2 days after being found). sure people would use gems for trading but this is easier to handle because gems have no general use for every player.

age and treachery will triumph over youth and skill!

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