Delve AZURITE collection mechanici awesome, use it on this currencies pls

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MarboroMan wrote:
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CaptainFoo wrote:

One of the points I'm trying to make is that there's two things being conflated: the need to bend over to pick up the piece AND the need to walk near it in the first place.


no.


I already told you not to condescend to me about inflation; inflation is missing the point. You're arguing that inflation is bound to occur, but you haven't actually demonstrated that.

In order to get an orb, you have to move your mouse near it, whether or not autopickup exists. You're making wild statements about the knock-on effects of a mechanic without even understanding the mechanic being suggested.
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goetzjam wrote:
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MarboroMan wrote:
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CaptainFoo wrote:

One of the points I'm trying to make is that there's two things being conflated: the need to bend over to pick up the piece AND the need to walk near it in the first place.


no.
the point is picking it up or not.
the point is that many people dont.
the point is that (quant) speed farmers dont.
the point is, that if they would, due to auto pickup,
they would flood the market with low currency.
they would sell ridiculous amounts every hour.

the point is that, as numbers in a market increase, value decreases.
the point is that the average player is not a full quant speedfarmer running full sextant elder burials 14 hours a day with party bonus.
the point is that an average player doesnt drop multiple ex every day.
the point is that players of 60-120 minutes per day have to make a living of their low currency.



pro-tip:
go https://www.youtube.com/results?search_query=how+inflation+works


Lots of explaining to someone that just wants instant gratification.


who, me? I'm not claiming that there should be absurd things like "no bad items dropping" or that drop rates of orbs should be radically increased - that would indeed be inflation.
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CaptainFoo wrote:


who, me? I'm not claiming that there should be absurd things like "no bad items dropping" or that drop rates of orbs should be radically increased - that would indeed be inflation.


Pro tip, increasing how efficiently you can loot your items (or currency) does that very thing.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
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goetzjam wrote:


Pro tip, increasing how efficiently you can loot your items (or currency) does that very thing.


you still haven't demonstrated that the meaningful time bottleneck is clicking items rather than walking over them, but keep on hammering that guaranteed inflation talking point, I guess.
For those who think that any form of auto pick-up is a recipe for sure disaster, I guess we will always disagree. But for the others, how about putting conditions on the auto pick-up (since POE design tends to embrace "you gotta earn it").

Possibility 1: Auto pick option only becomes available on a currency after you have manually picked up x of them - I'm thinking 1000's and resetting each league, maybe even specific to each character. So only the dedicated pickers would get the break.

Possibility 2: Auto pick radius is based on how many of the item that have been previously picked up and it could be piggy backed onto Possibility 1.

I now comment in Forums with my Xbox account:

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


Pro tip, increasing how efficiently you can loot your items (or currency) does that very thing.


you still haven't demonstrated that the meaningful time bottleneck is clicking items rather than walking over them, but keep on hammering that guaranteed inflation talking point, I guess.


He is right about it causing inflation. Increasing the supply in the market by definition IS inflation. That being said, I would actually love to see this happen with scrolls. They once had a place in the genre but they just feel outdated at this point. And to those who say where does it stop? To that, I would just say, there, with scrolls only. Very simple.

Or just give us a Cain equivalent or something and get rid of tp scrolls permanently.
i explained few posts ago.

finances ≠ economy.

ever heard of dunning-kruger-effect btw?

and sry for necro....
Unknown rule type: SetFondSize
I don't think adding auto-loot would affect the economy as much as people think.

Sure, more pickup = devalues currency = prices go up. But this effect happens at the same rate as players *get* more currency to begin with, thus balancing out the change. So all of the numbers would ultimately end up being higher, but the relative costs (i.e. time spent for a given item) would be the same.

Note that this is NOT the same as inflation, since inflation implies a steady increase over time - whereas we're talking about a discrete change from one regime into another. If prices were stable before, they would still be stable afterwards, after an initial transition period.

The only thing that doesn't auto-balance via supply and demand are the fixed, hard-coded costs provided by the crafting system (+zana mods). Making an item 6-socket will now cost you less (opportunity-wise) than before. (Which also means that the value of a 6-socketed item goes down, thus counteracting the increase in currency gains somewhat, providing a dampening factor that would tend to normalize the prices towards their current values even if the gain is increased). But overall, the net effect would still be that crafting will become cheaper and more accessible - especially to newers players.

More than anything it would be a QoL improvement, with some added benefits for newer/poor players. Both, I think, are very good changes.
This azurite mechanism is terrible in party. No way to share it, or to allocate it to the person who paid the sulphite.
So we gave up and we play solo in the mine. We group only for maps.
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nandchan wrote:
I don't think adding auto-loot would affect the economy as much as people think.

Sure, more pickup = devalues currency = prices go up. But this effect happens at the same rate as players *get* more currency to begin with, thus balancing out the change. So all of the numbers would ultimately end up being higher, but the relative costs (i.e. time spent for a given item) would be the same.

Note that this is NOT the same as inflation, since inflation implies a steady increase over time - whereas we're talking about a discrete change from one regime into another. If prices were stable before, they would still be stable afterwards, after an initial transition period.

The only thing that doesn't auto-balance via supply and demand are the fixed, hard-coded costs provided by the crafting system (+zana mods). Making an item 6-socket will now cost you less (opportunity-wise) than before. (Which also means that the value of a 6-socketed item goes down, thus counteracting the increase in currency gains somewhat, providing a dampening factor that would tend to normalize the prices towards their current values even if the gain is increased). But overall, the net effect would still be that crafting will become cheaper and more accessible - especially to newers players.

More than anything it would be a QoL improvement, with some added benefits for newer/poor players. Both, I think, are very good changes.


This is a pretty good post that articulates something I was trying to talk about earlier, but hadn't figured out how to say.

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