Dr. McB explains the economy in Path of Exile
Eh. "Social" isn't exactly the word most people think of when describing a dedicated PvPer. "Competitive vs uncompetitive" might have been a better pairing. Competition is still social and technically I wasn't wrong, but it was a connotation fail.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" It is. The problem is that the "economy" of PoE is mostly a demon created by its own users combined by the perception that you have to partake in it. Just look at this thread. This perception has been driving frustration for a long long time. |
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Man, I wish I had time to participate in this sooner, but I was crazy busy..
Was fun hashing this out with you in chat the other day Scrotes.
Reminds me of older posts of mine
"From this thread and there's links in my response to general economic theory posts I made even farther back. Follow the rabbit if you dare... "We were going to monitor the situation but it was in the wrong aspect ratio." Last edited by Garr0t#3474 on Jul 15, 2015, 2:10:33 AM
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You ever have one of those crappy nights waiting in a hospital waiting room? Normal people play mobile games (or just worry). I collect race data and make charts with my phone.
![]() Season 11, Event 106. Level 1s omitted. As I said, before trading kicks in, progression tends to bell curve. Dater. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jul 15, 2015, 3:00:46 AM
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" https://en.wikipedia.org/wiki/Normal_distribution The funny part is that Scotie did mention the normal distribution in his posts. All you needed to do is to google it. Real knowledge is to know the extent of one's ignorance. Ignorance more frequently begets confidence than does knowledge. Last edited by Perq#4049 on Jul 15, 2015, 3:32:28 AM
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Why are all of theses people asking for like scientifically proven and cited data gathering with peer review of many months to be included in a random forum post explaining the basics of a video game economy.
I mean you could do it yourself if you think you can do better, this is almost like people asking questions to "counter the the theory of evolution." because they are creationist because they believe there's something wrong with evolution as oppose to actually discussing the theory itself. |
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"I was struggling to find the appropriate analogy. Thanks. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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To the OP: Nice work. Despite the complaints from those who suggest it was "a waste of time" or those with the most pathetic complaint on the Internet, that they would not read "a wall of text", I found your post both provocative and entertaining, and it made me think of economic issues in the context of a closed system like PoE.
Most people who enjoyed the article won't comment. You'll typically only hear from the critics. So just know that there are many more of us out here who enjoy a thoughtful, and detailed discussion of a subject this critical to our gaming fun. Thank you! Man does not stop playing because he grows old. He grows old because he stops playing. - Oliver Wendell Holmes
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" Scrotie, this is why I posted that you are missing a key point of discussion by not discussing why an economy exists as the basis for how it works.
Spoiler
I think what you are missing is discussing why an economy would exist in a video game, especially one like a diablo2 clone with no persistent world.
gaming happens in three stages: stage 1: noob level, everything is new and daunting. Progress is slow, demand to learn is very high. Very likely to quit in frustration, nothing really makes sense, everything seems to one shot you. As a developer, You want gamers to experience this stage on set, to make learning about the game feel so much more enjoyable, but you want them to progress past it fairly quickly as well, these are your 'at risk' audience to use a higher education term. stage 2: You understand the fundamental and learning the nuances, your player skill is climbing fast. You are completing challenges that seemed impossible through a better understanding. You 'know the maps' and the angles now, checking the likely spots, heading to the right to find the next area etc. Progress is fast and character growth is rapid, players enjoy the game intrinsically in stage 2 experiences, the game is fun and engaging. This is the sweet spot for the gamer, they Cant Wait to get back to playing. stage 3: You have mastered the learning curve. All that is left is grinding for negligible changes and extrinsic rewards, .05 seconds faster on your best time trial, looking for that .01% drop chance. The game is obviously enjoyable to you, but you have done just about everything there is to do, the extrinsic rewards need to be interesting to keep you motivated. The inevitable conclusion to successful stage 2 experiences. Gamers will eventually learn the final points of the game, will complete the content. As a game designer you want to keep your players in stage 2, perpetually. But that is a huge huge demand on the developer, your choices are very limited, produce content and learning curves faster than players can tire of them or the infamous 'Artificial Difficulty'. YOu not only burn yourself out but basically lose stage 1 gamers totally due to fast changes or 'unfair challenge'. Which means you are going to have players enter stage 3. It has to happen. And you need a game/reward structure for your stage 3 gamers. And thus we have ideas like economy. To enrich the experience of gamers that have destroyed everything else. To give them reason to search for the .01% drop, to Grind for it. A negative about economy is it does allow for players to shortcut the developer desired stage progression. If you get killer gear but know squat about the game, there is a good chance you are still going to do well, but possibly with huge glaring gaps in understanding what is happening and why. Basically economy exists to give players a reason to play the game above and beyond slaughtering enemies. The players the economy is designed for have slaughtered the enemies, more times than they themselves even found healthily fun. It is to be a reward for continuing to seek out knowledge about the game. As such, it makes sense that stage 3 players accumulate the economical advantages, it is there to reward them by design, which translates to most likely retaining more players in every stage. the currency economy is diablo 2 was developed by the players, not the game designers. PoE took that ball and ran with it, baking it into the design of poe from the start, making currency dual purpose, and heavily reliant on rng. Currency economy in game isnt 'natural', it is a construct designed to reward (and determined by) players investing time in and around the game, which potentially benefits players of all 'commitment' levels. Hey...is this thing on? Last edited by LostForm#2813 on Jul 15, 2015, 10:53:18 AM
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" What about the people who go long enough to collect a point or 3, then log from the race? A lot do. This chart can be really effected by non-tryers in races. I'm one of them, so I know. :) There's a lot of variables to consider. Hope your wee guy is doing ok, sir. |
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