Items which meet multiple requirements should reap multiple rewards.
" Employee 1: Can we have a small raise? Sometimes we put in extra work for no extra pay. Employee 2: What? That is just what we need, more money in our pockets! Think about the corresponding increase in the price of milk! TY to those who called me out on my BS on these forums. There is no benefit to being so selfish as to fail to acknowledge others' differing beliefs of what "should be" or believe your own opinions so supreme as to be factual and thus dismiss others' opinions as being somehow a lie or delusional. Last edited by Perfect_Black#6704 on Feb 24, 2014, 11:04:57 PM
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" The difference lies in the fact that real world money supplies are regulated and controlled by the government. Wages don't create more money- they reallocate it from another citizen(your enmployer). The reason inflation is so bad in game economies is because pretty much every character has the ability to print new money: their "drops" come from the aether. The result is the following situation: Increasing drops makes poorer players happy in the short term(they have bit more spending power relatively, whereas the difference in drops makes less of a difference in say a trader's income). But in the long term it's bad for everbody. Inflation in game economies usually isn't linear- "50% more drops means 50% higher prices"- If significantly more currency is entering the economy then being removed, in time items will inflate by a larger multiplier then the increase in drops in time. The funny thing is currency inflation is the worst for poor players long run- rich players can invest in expensive premier items in high enough demand that they retain their effective value even as currency inflates. And it's worse still for new players in the future(getting 50% more currency drops doesn't help if price levels are 60-70% higher). Talisman softcore IGN:disappointment
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"Edit: The game got Strongbox currency-explosions; I don't think your inflation argument holds up. TY to those who called me out on my BS on these forums. There is no benefit to being so selfish as to fail to acknowledge others' differing beliefs of what "should be" or believe your own opinions so supreme as to be factual and thus dismiss others' opinions as being somehow a lie or delusional. Last edited by Perfect_Black#6704 on Feb 25, 2015, 2:02:31 PM
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" Orb consumption doesn't increase in a directly proportional manner to orb drops. The fact of the matter is the general pattern is: most players save their orbs to trade with, and the few who do partake in much crafting are the ultra rich who are least effected by relatively small increases in orb drops. Basically if you don't increase the wealth/incomes of the ultrarich crafters by the same proportion you don't come anywhere near increasing orb consumption by as much as you increase drop rates. " There are plenty of more casual ARPGs out there for those who want to just go with the flow("just playing the game") and still expect to get the best stuff(PoE is pretty much the last really hardcore ARPG). " Well again, it's primarily the poor and future new players who suffer the biggest hit from a bad economy. You end up with a situation where for characters whom everything they have is based on standard vendor income have even more trouble affording anything meaningful then they do now. The traders can easily insulate themselves from inflation by storing their wealth in the form of valuable items- it's the little guy that feels a hyperinflated economy the most. Talisman softcore IGN:disappointment Last edited by bilun#7650 on Feb 24, 2014, 11:13:51 PM
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You know what, you're right, Bilun.
-Don't make loot any more rewarding. -Any more rewards and they will inevitably cause hyperinflation making tradables far too expensive for new and less wealthy players. -It is ludacris to think that ratios and prices could possibly adjust and stabilize to slightly modified currency rarities. -More rewards makes the game way less hardcore. Trading is the only truly hardcore way. -Protect Path of Trading at all costs because it is way more important than trying to maximize players' enjoyment of the Hack n' Slash. TY to those who called me out on my BS on these forums. There is no benefit to being so selfish as to fail to acknowledge others' differing beliefs of what "should be" or believe your own opinions so supreme as to be factual and thus dismiss others' opinions as being somehow a lie or delusional. Last edited by Perfect_Black#6704 on Nov 20, 2014, 7:14:47 PM
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You mean suddenly things that I want will be WAY WAY WAY out of my price range?
WOW, SURE WOULD HATE FOR THAT TO EVER HAPPEN! ... :-/ Last edited by Obright#1785 on Feb 25, 2014, 12:38:56 PM
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+1
Let's say you drop a 6S item that happens to have a RGB link. Does it meet the 7x Jeweller's Orb recipe requirements? Yes. Does it meet the Chromatic Orb recipe requirements? Yes. Do you get both rewards? NO. Why? Because no. Pretty logical.. |
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+1
The economy will eventually get fucked regardless of how GGG balances the drops of currency items. That's why ladders in D2 and Leagues in PoE exist: to fix the fuckedness of the economy by having a giant reset button. |
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" This. TY to those who called me out on my BS on these forums. There is no benefit to being so selfish as to fail to acknowledge others' differing beliefs of what "should be" or believe your own opinions so supreme as to be factual and thus dismiss others' opinions as being somehow a lie or delusional.
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I'll support this suggestion because it simply makes sense... Prices might change a little, but that's a GOOD thing. it proves the economy is working. If this small change causes any hyperinflation then something would have to be wrong with the economy in general imo(which I don't think there is at the moment).
You also have to take into account, if the economy is working as intended, than you won't really even notice the price difference, because you'll also be finding more to make up for it. http://steamcommunity.com/id/EnragedN3wb/ Last edited by EnragedN3wb#1538 on Feb 28, 2014, 4:16:09 PM
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