Really?? This is a problem....

"
Midnitecloud wrote:
"
biralo wrote:
People's wealth, whether is in-game, or in real life, is almost directly proportional to the amount of time, energy, knowledge, and experience they put in it.

If you are playing 2-3 hours a week, don't expect to have the same gear as someone who plays 12 hours a day.

It's that simple.

This occurs in any game, online or offline.


The problem is the guy flipping items for 2-3 hours has 10x the wealth of the guy playing for 12 hours. Should we all stop playing and just flip items?


If wealth is your priority then sure, flip items :)

If playing the game and having fun is a priority then go nuts!

I prefer a mix of the two, I trade to the point where I can afford pretty much anything I need and sustain my heroin-like map addiction :)
"just for try, for see and for know"
"
jdilly23 wrote:

WONDERFUL solution youve got here, id say its right up there with your reading comprehension :)

I think more rings and necks would be a great idea, if they dropped proportionally to other base types it would allow for more reliable currency farming.

Including recipes for all currency would give the economy absolutes, which would be awful.

If currency drop rates are increased I will simple charge 50 ex for something instead of 25, nothing is solved :)

Making the absolute best uniques drop more (which, theoretically, would balance out the economy) would make it far to easy for people to obtain them and everyone would have the exact same gear and builds


I'm not sure if this was meant for me eventhough you quoted the other guy? Not sure what's wrong with my reading comprehension if so (or was this not sarcastic? I'm lost)

Well, I was just spitballing, glad to see you agree with atleast one possible solution. I'm sure that actual gamedesigners could come up with a lot more viable ones.

One thing you are forgetting when you say that : "Including recipes for all currency would give the economy absolutes, which would be awful. If currency drop rates are increased I will simple charge 50 ex for something instead of 25, nothing is solved :)", is that the higher up orbs are extremely useful endgame material.

Though I think the effect this might have on crafting could balance things out and actually prices wouldn't inflate all that much. I think this might work best if some of the better uniques drop more often or if the crap ones get weeded out. Besides, I didn't say that the recipes should be easy to achieve.

EDIT : and again, I'm no game designer. Just trying to show that the crafting and vendoring system has so much unused balancing potential
Last edited by Ivonbeton#0624 on Dec 3, 2013, 10:28:25 PM
Oh no sorry, the reading comprehension part was for the guy who just went off mindlessly about d3 :P

You used logic and proposed solutions

With the addition of eternals ( a TERRIBLE addition might I add) endgame crafting is extremely viable, we have players using several hundred exalts crafting insane gear because the process has been streamlined beyond belief with eternals

Unless new base items and affixes are released (I'm sure they will be) the game will be flooded with near-perfect items

Take the 500+ pdps 1 hander or the 800+ 2 hander; these items are nearly perfect, they are only a few % away from being unbeatable in any way shape or form in the current game

Because of this, increasing drop rates of the highest currency only speeds up this problem

Player one has access to more currency so instead of flipping uniques he crafts a mirror worthy chest and sells it for 500 ex

Player two, even with his increased drop rate, still feels behind because he cant afford the chest with minimal effort
"just for try, for see and for know"
And RMT is still VERY real in PoE

If exalts are more common they end up being cheaper to buy through RMT, when people have an unlimited amount of exalts at their disposal they pay ridiculous prices for things
"just for try, for see and for know"
In any game with a trading aspect traders will always be waaaaay more wealthy than the average players.

It wasn't any different in D2. I had a friend who, if I gave him a shako, he could turn that into 2 shakos in an hour or 2, just through good knowledge of item values.

I just started playing a month or 2 ago, but I haven't had any trouble progressing. I've never flipped an item, and I'm sitting on about 6 ex worth of currency, and geared enough to do maps. Just sell the decent stuff that I find and trade my alts up to fuses.

"
TheTravelz wrote:
In any game with a trading aspect traders will always be waaaaay more wealthy than the average players.

It wasn't any different in D2. I had a friend who, if I gave him a shako, he could turn that into 2 shakos in an hour or 2, just through good knowledge of item values.

I just started playing a month or 2 ago, but I haven't had any trouble progressing. I've never flipped an item, and I'm sitting on about 6 ex worth of currency, and geared enough to do maps. Just sell the decent stuff that I find and trade my alts up to fuses.



This is the appropriate way to play the game

NO ONE needs a shavs or a soul taker or a kaoms, just like no one needs a Ferrari or a jet

Some things require you to take advantage of others to obtain
"just for try, for see and for know"
"
jdilly23 wrote:
Oh no sorry, the reading comprehension part was for the guy who just went off mindlessly about d3 :P

You used logic and proposed solutions

With the addition of eternals ( a TERRIBLE addition might I add) endgame crafting is extremely viable, we have players using several hundred exalts crafting insane gear because the process has been streamlined beyond belief with eternals

Unless new base items and affixes are released (I'm sure they will be) the game will be flooded with near-perfect items

Take the 500+ pdps 1 hander or the 800+ 2 hander; these items are nearly perfect, they are only a few % away from being unbeatable in any way shape or form in the current game

Because of this, increasing drop rates of the highest currency only speeds up this problem

Player one has access to more currency so instead of flipping uniques he crafts a mirror worthy chest and sells it for 500 ex

Player two, even with his increased drop rate, still feels behind because he cant afford the chest with minimal effort


I guess I'm not as up to speed as I thought. I haven't played in ages. All I know is that I quit this game in open beta because I felt like I was just farming white items. Ever since I got back, I've been farming Piety and maps pretty extensively and fast. Sometimes with good IIR/IIQ and sometimes with only moderate amounts (some map bosses mostly). It's been two weeks and all I had to show for it was about 2 or 3 exalts worth. Only thing that kept me in the game was finding a Divination Distillate at the end of this period.

So from my perception (quitting the game and returning now), it feels like it has improved somewhat, but the rewards for farming can still be very underwhelming even if you put in the time. I even traded quite a few items, eventhough I would rather play the game. Just 3 exalts worth (maybe 5 if I spend more time trading) in something which is by no account "minimal effort" is just very discouraging.

Crafting or even paying up to 50 exalt for an item are really not feasible if you gain currency at that rate. So unless you get that sudden spike with that one drop, you are pretty much progressing at a snails pace. So to me it feels like there is a major discrepancy in wealth spikes, slow but steady does not win the race here.

Last edited by Ivonbeton#0624 on Dec 3, 2013, 10:49:02 PM
The only things that are truly valuable are hidden away in maps :) rightfully so

No casual shmuck should be able to hit the jackpot farming piety

Chris loves casual players though, so he gave them kaoms (lol) and shavs to wipe away their tears
"just for try, for see and for know"
"
jdilly23 wrote:
The only things that are truly valuable are hidden away in maps :) rightfully so

No casual shmuck should be able to hit the jackpot farming piety

Chris loves casual players though, so he gave them kaoms (lol) and shavs to wipe away their tears


I guess I'm doing it wrong then, so far maps have been worse than Piety. Even had a Unique Mountain Ledge map with 400% rarity which I decided to run instead of sell. I got yet another Geoffri's out of it lol :P

EDIT : I checked. I was bound to my chair last two weeks (foot broken), 90 hours played last two weeks. Some of it was spent minimized, but most of it wasn't. Not a single good drop in 90 hours of running Piety and maps, not a great incentive to keep people playing tbh.
Last edited by Ivonbeton#0624 on Dec 3, 2013, 10:57:13 PM
I grind, have 10 ex in stash. Have used over 10 in equivalent currency on maps. And the maps I've ran would be worth probably close to 100 by now.

There's really nothing that surprising about it.
Last edited by SL4Y3R#7487 on Dec 3, 2013, 11:00:50 PM

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