Xbox RIP POE Economy + Drop rate % requires Buff

"
thevazzpink wrote:


I also blame the drop rate % , 350Hours gameplay in the game :
0: Exalt
80: Chaos Orb

That is a substantial amount of time invested but it clearly bears no rewards.



You should try a different approach.

The reason why the game gives you just a few chaos is because of chaos recipe (search on YT)
Farming specifically chaos orbs is highly inefficient in this game.

But, because of the expensive economy of xbox, chaos recipe is recommended only if you have nothing valuable to sell (level 60-70). I would say that selling a lab carry would be more profitable than chaos recipe on Xbox because you can charge the way you want. Lets say, 8-10 chaos for a merc run?

Other thing is that both xbox and pc have the same results on economy:

- On Xbox you pay a lot for an item, but you gain more when you sell it. When you sell an item you get a good amount of currency but when you buy one, you spend a lot too.

- On PC you pay less for an item, but you gain less when you sell it. When you sell an item you get a little amount of currency and when you buy one, you spend a little. You have more buyers but most items sells too cheap, its kinda a broken economy, kinda.

As result, PoE is not less grindy on Xbox because you gain more, but spend more. No casual players here because you need to grind the same way you do on PC to get a considerable amount of currency.

The correct balance would be to increase chaos recipe reward to 100% (double) on Xbox for the player be able to trade chaos for exalts, the way we do on pc.

Last edited by CrisFenix#5279 on May 5, 2018, 4:00:46 PM
5ex
2 belly of the beast
1 windripper
+ countless 5-20c items that i have sold.


Started playing poe on xbox like a month ago..

You are doing something wrong but i dont know what.

Are you taking like 30mins to do a map and then going through all the random green crap for another 30mins?
Even then you should easily have +100c



I told you people when they first ported this shit to console that the idiotic playerbase would ruin it with their greed, this could have been remedied but fuckboys went hard af defending said greedy morons so the situation snowballed into what we have now. There's a reason most companies don't bother porting ARPG's and the like to consoles and it's due to the fact the playerbase ruins the game ridiculously fast due to being walking advertisements on why abortion should not just be legal but required in some cases.
Currently being stalked around these forums by some clowns who caught feelings over being called out at being grossly inept at their job.
A note for players to consider:

RNG=RNG

RNG does not equate to "Git Gud."

What this means is that due to the much smaller market, the RNGods don't have enough input to moderate user's experiences of the game through all the variables that can impact that play.

The Marketplace can't "fix" the RNG issue, as intended. Instead, it magnifies the problem inherent in an RNG-ruled system.

I am an experienced "gamer." I have been playing video games since there were video games. I have been playing video games since before teh interwebz. Back in the day, they weren't even called "video games" - They were called "Electronic Games."

"Electronic Games..." Yeah, that's because they used electricity. THAT IS HOW OLD I AM! ZOMGZ!

And, in all those decades of experience, there is one rule that has stood the test of time and no game developer or designer has yet to defy it. That rule is:

Game Development Rule #1: "No game that relies on a random number generator to present the player with a game experience has ever been successful."

None.

Read that statement over, three times. Again.

Think Diablo "got it right?" LOL, no - It's not ruled by RNG. Think any other "RNG'ish" ARPG "got it right?" No. "Well, golly, wat abowt terrane jenrators! GOTCHA!" There ain't no such animal as RNG-Generated Terrain.

The point is that developers insert constraints into their RNG mechanics. They do this to temper those mechanics in order to weight any seemingly "randomly generated" game element to be more favorable towards those game experiences which most please players, but that also continue to produce challenging play opportunities.

Every single time. And, when they don't do this? They fail, every single time. (See Rule #1.)

OK, fine, it's "fact." What does this have to do with PoE?

PoE is a game with more "generated" game experiences and a larger variety of them than any other ARPG game on the market. (AFAIK) And, because all of these experiences are tied together in what equates to an "open world" experience, their effect is greater as well. AND, to add to the complexity, players can trade items... Younger gamers may not realize this, but that's a relatively "new thing" in gaming. And, in PoE, it's taken to ludicrous levels, effecting every single aspect of play, from the "builds" one can play to even the "maps" one can run. It can effect how well you can play the game and, more seriously, what your gaming experience is.

Your game, in how it was designed from the ground up, is effected by the actions and participation in play of other players, simply because they can trade you one item. More than just "this could happen" the game is made so "this does happen." Why? So the dreaded RNGod is not a tyrant...

But, when your primary mechanism, that little tweak you've added to the mysterious RNGod so it doesn't become a tyrant and run afoul of Rule #1 is no longer effective? Oooops...

To boil it all down - GGG will need to offset the weakness of their current RNGod "tweak/fix", being the Marketplace, by pushing a button, flipping a switch, doing "something, somewhere else, to offset the risk of the RNGod obeying Rule #1 and becoming a Tyrant Dictator of Gameplay Experience on the XBox.

This is a fact. This is true. This has always been true of any game with an RNG element and, because PoE has so many and they are so pervasive, GGG will have to enact more stewardship of their title rather than the "less effort" many people might think is necessary due to the magic of the RNGOds.


The RNGods are weak. They are not game designers. They can not create a game experience. They are, in fact, capricious little weasels who, when left unguarded and without stewardship, become Tyrants.
I doubt Grinding gear games cares about the xbox community, and since the company has been sold to the Chinese company Tencent its only going to get worse.
Welcome to real life?

Goods traded with limited resource of communication with a low supply and a big demand = overpriced stuff.

Don't like the price? Don't buy it and farm your own. Hard to farm your own? farm the currency and buy at the guy price. Don't want to do either? Guess you gotta make a character that doesn't rely on something specific you needed to make it work or breach an unavoidable wall it would eventualy hit.

Tinkering with droprate would make the game go stale like D3 and putting their own hand to limit inflation would in my opinion cause more people to do drop out.

Yes the pricing is shitty but for that you gotta thanks the shitty human nature and greed that goes with it.
Gamertag : DCDT Dito
"
DCDTDito wrote:
Welcome to real life?

Goods traded with limited resource of communication with a low supply and a big demand = overpriced stuff.

Don't like the price? Don't buy it and farm your own. Hard to farm your own? farm the currency and buy at the guy price. Don't want to do either? Guess you gotta make a character that doesn't rely on something specific you needed to make it work or breach an unavoidable wall it would eventualy hit.

Tinkering with droprate would make the game go stale like D3 and putting their own hand to limit inflation would in my opinion cause more people to do drop out.

Yes the pricing is shitty but for that you gotta thanks the shitty human nature and greed that goes with it.


Totally agree. Well we have some promises, that we will get a chat at some point and tools like stash tab pricing coming really soon, after they "failed" to have it ready for 3.3. As pricing items is such a hassle with the xbox controls, this should improve the trading a lot.

But yeah I think the anonymity is a huge issue, tbh I wouldn't mind selling some items cheap to help some buddies out, but you cannot track whats happening with the items. I guess in 95% of the cases you would be nice to a greedy flipper.

The funny part is somehow, they want to test and experiment on xbox the new ways of trading but still saying that like autoaccepting a matched price for an item would be bad. Why they just not enable it as sort of an experiment for one league, not in standard, so its limited, and we all see where it leads? Worst case it tends out to be super shit and then everyone would just accept its just better to not have it. But yeah a bartering system without identity is just plain awful.

"
DCDTDito wrote:


Goods traded with limited resource of communication with a low supply and a big demand = overpriced stuff.



There is no demand for the vast majority of items out there yet thanks to people with your mindstate these items will continue to be grossly overpriced.
Currently being stalked around these forums by some clowns who caught feelings over being called out at being grossly inept at their job.
Belly of the beast and Kaom heart are too expensive!
So I am always wearing white T-shirt.
It appears that GGG is now going to post a leader board including a spreadsheet of the top 2000 players in each league variant. If GGG would add some columns for "Number of Items Purchased", "Number of Items Sold" and "Forum Handle" we might have a better idea of whom the market moguls are and perhaps bear this in mind when evaluating their posts. I'm a little concerned when advice to be "stoic in the face of adversity" might get one subsequently labelled as an "enabler".

And yes I know, it likely will not happen but maybe someone, somewhere in GGG, will have a helpful thought tweaked in their noggin.
I now comment in Forums with my Xbox account:

https://www.pathofexile.com/account/xbox/view-profile/walkjohn55

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