The POE ecomony needs....

edited^^^
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NeroNoah wrote:
There are way too many anarcho capistalists out there, :P
Austrians gonna austrian.

That being said, the economy is different here, item destruction would be more adequate here than taxes. Currency is already destroyed, items should too (see darkshrines).


Item destruction or item decay are necessary for a good economy. However, voluntary item destruction isn't very effective.

It is the best equips or good items that you need to destroy specifically to drive up demand for new items. Items constantly become cheaper and cheaper because they never leave the economy. It becomes harder and harder to find anything worth selling.

Players crave gratification through rewards and progression, they also need to feel that such progress has been well-earned and greatly deserved. Permanent item destruction run contradictory to that. They do not like what they earn taken away from them, so it isn't favorably receive by gamers.
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deathflower wrote:
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NeroNoah wrote:
There are way too many anarcho capistalists out there, :P
Austrians gonna austrian.

That being said, the economy is different here, item destruction would be more adequate here than taxes. Currency is already destroyed, items should too (see darkshrines).


Item destruction or item decay are necessary for a good economy. However, voluntary item destruction isn't very effective.

It is the best equips or good items that you need to destroy specifically to drive up demand for new items. Items constantly become cheaper and cheaper because they never leave the economy. It becomes harder and harder to find anything worth selling.

Players crave gratification through rewards and progression, they also need to feel that such progress has been well-earned and greatly deserved. Permanent item destruction run contradictory to that. They do not like what they earn taken away from them, so it isn't favorably receive by gamers.
Nice post.

If I was designing permanent leagues for an ARPG, I wouldn't use the genre-traditional "Standard" and "Hardcore" at all. Instead, I'd split up the "Hardcore" death penalty, like so:
1. "Atrophy" League. In this league only, items have a fixed amount of durability which starts at maximum and is reduced by a small number (let's say 5) when a player has it equipped when they die. Items with 0 or less durability are permanently destroyed. There would be no method to repair durability, and remaining durability would be a factor in an item's trade value. However, there are no penalties to non-equipped items or to XP on death. Additionally, league-specific item affixes would be available for, say, 20%, 40%, or 60% reduced durability loss on death. Since this would be the default league for the game, maximum durability numbers would be set high to make the death penalty feel significant but not overwhelming; essentially, the penalty should "feel" about as punishing as 10% XP loss, with numbers tweaked appropriately based on early player feedback.
2. "Heirloom" League. In this league, items are never subject to death penalties. However, the entirety of player XP is lost upon resurrection from death, restarting that player at the very beginning of the game, at level 1. However, all items on that character would still be there, most likely disabled due to level requirement but still carried. Optionally, players could log out without resurrecting, maintaining their level for ladder purposes; they could resume play on a dead character at any time to reset to level 1 and regain access to that character's items (with appropriate confirmations to ensure the player intends this). This league would cater mostly to the "hardcore" crowd but also to those who would rather "rush" a new character than accept any form of gear degradation; since all items are preserved and the player can use the stash, leveling should go much faster the second time around.
3. (optional) "Cutthroat" league. This league would feature open-world PvP and instance invasion. Furthermore, players would not have access to a stash. The death penalty wouldn't harm players' equipped gear or XP at all, but would make them drop their inventory (all items not equipped). In purely PvE situations, it would be possible to return to the scene of death and recover dropped items, but due to instance invasion the items could be snatched up by another player in the meantime. Since creating this league would require a dedication to PvP balance, it could be scrapped in favor of a purely PvE focused design.
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 on Feb 7, 2016, 1:49:44 AM
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ScrotieMcB wrote:
"
deathflower wrote:
"
NeroNoah wrote:
There are way too many anarcho capistalists out there, :P
Austrians gonna austrian.

That being said, the economy is different here, item destruction would be more adequate here than taxes. Currency is already destroyed, items should too (see darkshrines).


Item destruction or item decay are necessary for a good economy. However, voluntary item destruction isn't very effective.

It is the best equips or good items that you need to destroy specifically to drive up demand for new items. Items constantly become cheaper and cheaper because they never leave the economy. It becomes harder and harder to find anything worth selling.

Players crave gratification through rewards and progression, they also need to feel that such progress has been well-earned and greatly deserved. Permanent item destruction run contradictory to that. They do not like what they earn taken away from them, so it isn't favorably receive by gamers.
Nice post.

If I was designing permanent leagues for an ARPG, I wouldn't use the genre-traditional "Standard" and "Hardcore" at all. Instead, I'd split up the "Hardcore" death penalty, like so:
1. "Atrophy" League. In this league only, items have a fixed amount of durability which starts at maximum and is reduced by a small number (let's say 5) when a player has it equipped when they die. Items with 0 or less durability are permanently destroyed. There would be no method to repair durability, and remaining durability would be a factor in an item's trade value. However, there are no penalties to non-equipped items or to XP on death. Additionally, league-specific item affixes would be available for, say, 20%, 40%, or 60% reduced durability loss on death. Since this would be the default league for the game, maximum durability numbers would be set high to make the death penalty feel significant but not overwhelming; essentially, the penalty should "feel" about as punishing as 10% XP loss, with numbers tweaked appropriately based on early player feedback.
2. "Heirloom" League. In this league, items are never subject to death penalties. However, the entirety of player XP is lost upon resurrection from death, restarting that player at the very beginning of the game, at level 1. However, all items on that character would still be there, most likely disabled due to level requirement but still carried. Optionally, players could log out without resurrecting, maintaining their level for ladder purposes; they could resume play on a dead character at any time to reset to level 1 and regain access to that character's items (with appropriate confirmations to ensure the player intends this). This league would cater mostly to the "hardcore" crowd but also to those who would rather "rush" a new character than accept any form of gear degradation; since all items are preserved and the player can use the stash, leveling should go much faster the second time around.
3. (optional) "Cutthroat" league. This league would feature open-world PvP and instance invasion. Furthermore, players would not have access to a stash. The death penalty wouldn't harm players' equipped gear or XP at all, but would make them drop their inventory (all items not equipped). In purely PvE situations, it would be possible to return to the scene of death and recover dropped items, but due to instance invasion the items could be snatched up by another player in the meantime. Since creating this league would require a dedication to PvP balance, it could be scrapped in favor of a purely PvE focused design.


Not really sure whether item destruction being tied to death is a good idea. Technically if people can avoid death, they just avoid item destruction altogether.

Edit: A dual system is more interesting. A slow Item decay based on item usage and a harsher penalty for death. I am not sure whether item destruction would be viewed as an favorable approach. A loot based game that destroy/drop your hard earn loot sound more scary than experience penalty or death.
Last edited by deathflower on Feb 7, 2016, 2:28:56 AM
you ppl should stop with the halfassed ideas about death penalties; they will have no effect on hc and on sc, with no xp penalty on death, people will just run cast on death town portal + equip only tabula rasa and go full yollo with no downsides.
seriously ...
Last edited by kreca73 on Feb 7, 2016, 3:05:42 AM
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kreca73 wrote:
you ppl should stop with the halfassed ideas about death penalties; they will have no effect on hc and on sc, with no xp penalty on death, people will just run cast on death town portal + equip only tabula rasa and go full yollo with no downsides.
seriously ...


You will lose your tabula rasa and your gears... How is that feasible?
I'm not sure if people know what taxes are actually, but they are there for everyone to contribute together to pay civil and government services. Such as roads, public schools, fire/policemen ect.

They are not there to actually do anything for a "economy".
No taxes but items loosing their durability (while using) to death might actually work.
Other option might be "selffound league" (some people wont rly trade anyway)

HC leagues work in similar way (items from dead chars are moved to standard league)
Last edited by Rakiii on Feb 7, 2016, 6:53:43 AM
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deathflower wrote:
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kreca73 wrote:
you ppl should stop with the halfassed ideas about death penalties; they will have no effect on hc and on sc, with no xp penalty on death, people will just run cast on death town portal + equip only tabula rasa and go full yollo with no downsides.
seriously ...


You will lose your tabula rasa and your gears... How is that feasible?

tabula will never have durability.
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kreca73 wrote:
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deathflower wrote:
"
kreca73 wrote:
you ppl should stop with the halfassed ideas about death penalties; they will have no effect on hc and on sc, with no xp penalty on death, people will just run cast on death town portal + equip only tabula rasa and go full yollo with no downsides.
seriously ...


You will lose your tabula rasa and your gears... How is that feasible?

tabula will never have durability.


Every death you lose a socket

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