Currency Item Drop-rate

Maybe it is just me, but it feels to me like the drop-rate of the more "craft-like" currency items, e.g.: alchemy and chance orbs, were much higher in 0.92, but this may be in part due to the availability of such orbs as quest rewards.

I have found plenty of the 'lower-grade' currency items but only 1 orb of chance and no alchemy orbs or higher (except 1 chaos orb) in 42 levels.

Is this a common occurrence, or have I just been unlucky and need higher +% item quantity?
IGN: Gunninferrit
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Yes, the drop rates for the higher orbs were reduced since 0.9.2

However, they can now drop just about anywhere, apparently it is theoretically possible possible to get a Mirror of Kalandra drop in the twilight strand, although the odds of that happening are probably so low that it will never happen even over a ten year lifespan of the game.
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Malice wrote:
Yes, the drop rates for the higher orbs were reduced since 0.9.2

However, they can now drop just about anywhere, apparently it is theoretically possible possible to get a Mirror of Kalandra drop in the twilight strand, although the odds of that happening are probably so low that it will never happen even over a ten year lifespan of the game.


even if it dropped, it would probably be used on their starting weapon to try out what it does
I agree... it's hard to imagine orbs working as a "currency" if everyone needs more than they can find themselves. Who's going to trade something that they need for their own character?
In order for something to function in trade, some people have to have more than they need, and others have to need more than they have.
IGN: Jerk, Princess

http://orbswap.info - the easy way to trade currency
It might take you a stack of 15 orbs to get decent stats or links on an item. I can imagine having to roll 20+ times to get correct socket links on a weapon or chest piece.

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Malice wrote:
However, they can now drop just about anywhere, apparently it is theoretically possible possible to get a Mirror of Kalandra drop in the twilight strand

Hooray for dread thicket normal dicciculty bots. =/
Disregard witches, aquire currency.
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taekvideo wrote:
I agree... it's hard to imagine orbs working as a "currency" if everyone needs more than they can find themselves. Who's going to trade something that they need for their own character?
In order for something to function in trade, some people have to have more than they need, and others have to need more than they have.


I believe it is quite the opposite. The whole purpose of using crafting items as the barter currency is because of the scarcity.

If anyone ever has more of an item than they need, I postulate that the item would likely have no trade value because having more than required implies there is too much supply.

I think the barter economy will be sustained by player preference. Some players like to craft for min/max items. Other players are just looking for an item more powerful than they are currently using. Both types of players will be playing in the world and getting loot drops. Those that like to craft will likely find items that are valued by those that like don't like to craft. Those that don't like to craft can barter their unused crafting orbs (currency) for an item that they want.
"We were going to monitor the situation but it was in the wrong aspect ratio."
Last edited by Garr0t#3474 on Nov 17, 2011, 12:39:18 PM
There is a currency drop penalty for playing areas that are below your level. If you're higher than the content, you'll find less currency. I think I read somewhere that there's a 2-level safe zone with no penalty. Those people grinding through Chaos to get over-leveled will start finding much less currency as they get higher.

The other change was to make common currency more common and rare currency rarer.

I think the overall idea is to keep the economy on the demand side, which keeps the values of currency high. We're not really starved for currency, we're just really hungry for it right now. The new beta is only a few days old, so it's natural that there is a shortage.

It also makes sense for GGG to lower the drops in order to balance up instead of balancing down. Most people won't give feedback about getting too much currency.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
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WhiteBoy88 wrote:
Most people won't give feedback about getting too much currency.


Unbeatable truth. We call this "greed".
"This is too good for you, very powerful ! You want - You take"
I dont understand the low drop rates in a test situation, we should be able to craft more, rather then relying on shops and drop armor.
Steam:Gonejah
Last edited by nugstash#7482 on Nov 17, 2011, 2:04:18 PM

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