Why are Orbs consumable..

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pengant wrote:
Consumable orbs of different varieties is one of the games most decent features. What are you on?
I agree. I love the theory and presentation of PoE's currency system. But in experience, most of the Orbs should simply go unused for long periods of time or possibly never used. Now, patch 1.2.0 will help to solidify even further the "do not consume currency" mindset.

The sheer rarity of certain Orbs, such as the Exalted Orb, are so contrary to the utility of the Orbs as consumables. In general, one Exalted Orb is nearly useless as a consumable. The same goes for Fusings. A single Fusing, valuated solely by its consumable function, is borderline valueless, and can even hold negative value in the eyes of someone holding a 4L or 5L because the chances of the Fusing reducing links is higher than the chances of it increasing links. Do not even get me started on Jeweler's.. an Orb that, when valuated solely by its consumable function, is less valuable than garbage when help up against a 5S 5L item.

Again, I love the idea of PoE's currency system, but in practice, it is overwhelming about hoarding, trading, and avoiding consuming Orbs.

So, if most arrows are pointing towards "Do not consume.", why are Orbs still consumable? Is the option of gamble-crafting a genuine option, or is it more or less an option that only exists in theory for the typical player? Is it more or less a trap for the inexperienced to sink currency into until they learn the hard way not to consume it?

I might as well admit it; my main gripes are with Jeweler's, Fusings, and Chromatics; Vorici will do nothing to improve their states; he will simply offer new ways to avoid consuming them. Imo, Vorici is the fully backwards way to attempt to improve socket crafting. GGG might as well make Jeweler's, Fusings, and Chromatics non-functioning pure currency at this point so that new players do not even have the option of being supremely disappointed by consuming any of them the "wrong way".

Please meditate on the following experiences:

1) Trying to 6L a 5S 5L item that you are currently using
** When do I start trying? How many Jeweler's/Fusings do I need to save up?
** Do I really have to destroy my 5L in order to roll for more sockets?
** Was I supposed to 6S first before ever using Fusings?
** Is it worth it?

2) Trying to roll all off-colour sockets on some non-hybrid boots that you are currently using
** When do I start trying? How many Chromatics do I need to save up?
** If I get an off-colour socket, can I keep it along the way?
** Is there any way that I can make progress towards my end goal?
** Is it worth it?
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 Sep 21, 2014, 1:32:02 PM
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Sneakypaw wrote:
Craft with orbs.
Use orbs to craft specific mods/sockets/links/etc. at a Master.
Use them in some Vendor recipes.
Use Orbs as currency to buy items from vendors.
Use orbs as currency to buy items from player.
This could be rephrased as
"
Gamble with orbs.
Use orbs to craft specific mods/sockets/links/etc. at a Master.
Use orbs in some Vendor recipes.
Use orbs as currency to buy items from vendors.
Use orbs as currency to buy items from player.
, and now it is really easy to see that "orbs"=="gold". All 5 uses are there from at least D2 times.
The only difference is that orbs occupy more and more place in our stashes while gold generally occupy some fixed place.
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
yeah- how come mirrors aren't consumable ??

edit: oh i guess they are. wouldn't know, only seen pictures of them.
Last edited by plasticeyes#2789 on Aug 6, 2014, 11:08:25 AM
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RunawayFixer wrote:
If POE currency wasn't consumable for crafting the best items, it would have the same fate as gold currencies in many (most?) other online games. Players would not sell expensive items for gold, but only in exchange for other player chosen "item currencies", because the gold was subject to unlimited inflation.

When I last played DDO, the most common player trade currency was ingredients, not gold/platinum.
When I last played Ryzom, the player trade currency was crafting materials and the in game gold was near worthless.

GGG's solution is both simple and beautiful imo. Because you can use the orbs to craft the best items, it puts a cap on inflation (if someone is trying to sell an item for more than it would cost you to craft it, craft it yourself) and makes sure that orbs always retain a value.

That said, I think a lot more currency should drop and that mirrors+eternals should have never existed, then more people would actually get a chance to participate in crafting, instead of saving up all orbs to buy stuff.


+1

Especially the bolded part..

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Perfect_Black wrote:
"
pengant wrote:
Consumable orbs of different varieties is one of the games most decent features. What are you on?
I agree. I love the theory and presentation of PoE's currency system. But in experience, most of the Orbs should simply go unused for long periods of time or possibly never used. Now, patch 1.2.0 will help to solidify even further the "do not consume currency" mindset.

The sheer rarity of certain Orbs, such as the Exalted Orb, are so contrary to the utility of the Orbs as consumables. In general, one Exalted Orb is nearly useless as a consumable. The same goes for Fusings. A single Fusing, valuated solely by its consumable function, is borderline valueless, and can even hold negative value in the eyes of someone holding a 4L or 5L because the chances of the Fusing reducing links is higher than the chances of it increasing links. Do not even get me started on Jeweler's.. an Orb that, when valuated solely by its consumable function, is less valuable than garbage when help up against a 5S 5L item.

Again, I love the idea of PoE's currency system, but in practice, it is overwhelming about hoarding, trading, and avoiding consuming Orbs.

So, if most arrows are pointing towards "Do not consume.", why are Orbs still consumable? Is the option of gamble-crafting a genuine option, or is it more or less an option that only exists in theory for the typical player? Is it more or less a trap for the inexperienced to sink currency into until they learn the hard way not to consume it?

I might as well admit it; my main gripes are with Jeweler's, Fusings, and Chromatics; Vorici will do nothing to improve their states; he will simply offer new ways to avoid consuming them. Imo, Vorici is the fully backwards way to attempt to improve socket crafting. GGG might as well make Jeweler's, Fusings, and Chromatics non-functioning pure currency at this point so that new players do not even have the option of being supremely disappointed by consuming any them the "wrong way".

Please meditate on the following experiences:

1) Trying to 6L a 5S 5L item that you are currently using
** When do I start trying? How many Jeweler's/Fusings do I need to save up?
** Do I really have to destroy my 5L in order to roll for more sockets?
** Was I supposed to 6S first before ever using Fusings?
** Is it worth it?

2) Trying to roll all off-colour sockets on some non-hybrid boots that you are currently using
** When do I start trying? How many Chromatics do I need to save up?
** If I get an off-colour socket, can I keep it along the way?
** Is there any way that I can make progress towards my end goal?
** Is it worth it?


Agree with this as well..

I mean, the core notion of an inherent currency sink in the form of orbs was a great idea. However, GGG really dropped the balls with the implementation. The drop rates need to be enhanced a TON in order for orbs to really be used as crafting materials.

The tiers of currency are stupid as well. Since all the orbs have their own unique effect on an item, their value should inherently have been the same, and it should have been up to the community to decide. What I mean here is that, every orb from an alteration up to an exalted (i'll exclude mirror and eternal - in my opinion, they are outliers and don't really belong to currency) should have had the same drop rate. With this, it would be up to the community to decide which orbs were the most valuable in terms of crafting, and those would naturally become the most expensive currency. Instead, GGG decided to dictate the value of the orbs themselves (in the form of drop rates), which translates to rarer orbs being more expensive.

TL;DR: Because of the way the drop rates have been designed, instead of a system where the most useful orbs are the most expensive currency, we have a system where the rarest orbs are the most expensive currency.

This is a major design flaw, in my opinion.
Last edited by Grim#8371 on Aug 6, 2014, 1:27:03 PM
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Perfect_Black wrote:
"
pengant wrote:
Consumable orbs of different varieties is one of the games most decent features. What are you on?
I agree. I love the theory and presentation of PoE's currency system. But in experience, most of the Orbs should simply go unused for long periods of time or possibly never used. Now, patch 1.2.0 will help to solidify even further the "do not consume currency" mindset.

*snip*

This is right on. I really appreciate PoE's system that provides direct uses for currency instead of only having trade value, but you're right that it's usually not worth consuming the currency yourself and this isn't intuitive for new players.

Like you said, the problem lies mostly with the orbs that have the potential to "downgrade" your item, like Fusings and Jewelers. I can't claim credit for this idea (although I forget where I heard it), but here's a common-sense way to fix the problem:
Make it so Jewelers have a chance to add additional sockets to an item, but will never remove sockets. Like a Vaal Orb, there's a chance that it wouldn't make any change to the item. Obviously Fusings could work on the same principle, but with linking sockets rather than adding them.

This doesn't address the issue of newbies using currency rather than saving them for trading, but it at least prevents people from ruining their items while trying to improve them. Things like Chromatics and Exalts are harder to "fix," since what qualifies as a successfully use is entirely subjective. The best fix there would be making Eternals more common so people can revert unwanted changes without an exorbitant added cost.

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