The chaos Recipe change and It's effect on the economy

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Wow... either people have very low IQs or are always on their periods.

I am a solo player and I think this change is great!

I normally farm maps solo and turn in full sets of rares so now I can get chaos to regals for turning in unuseable rares.

However how is this a bandaid fix? This is a great change for the long run. It didn't make sense that low level content can get such a huge income stream.

Also multiboxing, the thing is, everyone multi boxed with level 1 alts. In order to get to cruel, you need to be at least level 20... so someone needs to level 5 alts to level 20... and min level for merciless is leve 40 or 50 I believe. Also it is not viable to multibox farm merivel, vaal on merciless because with all the weak rarity gear, you have a good chance of dying... that and 250% more hp merciless bosses take forever to kill as a solo player dpsing in rarity gear.

Anyways from a player capable of critical thinking and not prone to knee jerk reactions fueled from hormonal driven emotions... GREAT JOB GGG, I couldn't have thought of a better solution myself!


got to agree with this, running 66-70 maps atm and 1 chaos wasnt really doing it for me + i need the higher ranked orbs.

*Also*

orbs DO NOT HAVE A SET VALUE. jeez. thats a player driven concept which is completely independant of what GGG wants on their relative worth.

Its great to have more variety, looking forward to getting some different orb rewards once people figure out what the recipes are.
Aw, I don't multibox, I just collect all my rares from low level characters I make and turn them into chaos orbs. Now my collection is going to be worthless. Welp, better farm before the change hits.
1 1/2 weeks running maps ive seen.

2 Kaoms Chests
2 Lioneyes (which of which i got)


That right there, is 1000000x the amount youd make with your little recipe, not to mention all of the rares orbs etc.

Moral of the story, play the game, vendoring trash for mad currency shouldnt be a viable option.
Invasion - No Sacrifice No Glory

HTTP://WWW.TWITCH.TV/THISISDEUX
The recipe change will only have a negative effect in early-mid game where the reward will be less than previously. It makes sense for high end rares to sell for more than very low level rares. Later on when you reach the end of merciless and do maps you'll be getting much more from it than before.
Last edited by Nycro#4007 on Mar 7, 2013, 3:22:30 PM
FWIW

Selling 1 set of ID'd gear still nets you 1 Chaos. I tried it out on iLVL 40'ish gear. Gives you an incentive to ID gear now anyways. Could've missed that awesome ring/amulet/belt that you needed. As far as 2x Chaos no dice.
the real problem is how much of a joke this game becomes in multiplayer. i started out playing in single player because i wanted to play the game in its hardest configuration which admittedly isn't very. later i joined multiplayer and instantly lost all interest in the game because of how pathetically easy and more rewarding it is. multiplayer should be something you seek to do to make the game more rewarding/challenging not to make it easier.

- more loot per person (zero contribution required)
- no averaging of quality (yay i can join any game and mooch gear with no consequence)
- the game is easier in multiplayer (pack density makes it easier for aoe not harder) because mobs don't scale by player gear but player count (yawn)
- more loot drops in multiplayer than is feasible to even pick up.
- rarity is capped as a byproduct of quantity so the only way to get full quality efficacy IS to multiplayer (it still isn't full but it's better than single)
- etc

as long as you reward the multiplayer over the single of course people are going to abuse it. breaking the currency recipes that the multiplayer didn't even need due to excessively better selection odds and well of course single player rots.

change the killing blow to only take a percentage of your quality/quantity based on the amount of damage you did to the mob instead of landing the killing blow. you can mask tier the damage to avoid excessive computation of the calculation overhead.

get rid of more quality on player count. make it more quality on game completion divided by number of deaths. make the mobs scale superlinear (x1.5) instead of sublinear (x.5) or better make it geometric with player count. then the rewards befit the challenge.

there are countless better ways to improve the system that screwing over the economy that was stable in cb and nobody cared about this 'loophole' then and now suddenly do when it was obvious from the word go. there are other permutations of the chaos recipe still in the system that have gone unnoticed and well when those come to light with somebody like krip or another stream revealing them, the stampede will rush there; GGG will nerf, and on it goes.

Fixing the wrong aspect of the game is a horrible precedent. Sucks. the game had potential to break the mold instead of copy it.
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DigitalBeating wrote:
FWIW

Selling 1 set of ID'd gear still nets you 1 Chaos. I tried it out on iLVL 40'ish gear. Gives you an incentive to ID gear now anyways. Could've missed that awesome ring/amulet/belt that you needed. As far as 2x Chaos no dice.


So the 1 chaos for identified set recipe didn't change? That seems unintended.
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DigitalBeating wrote:
FWIW

Selling 1 set of ID'd gear still nets you 1 Chaos. I tried it out on iLVL 40'ish gear. Gives you an incentive to ID gear now anyways. Could've missed that awesome ring/amulet/belt that you needed. As far as 2x Chaos no dice.


Except that's not true, it is just a certain ilvl threshold for getting the chaos. I tried with a set of rares and it was going to give me an orb of chance, everything in the set was 60+ ilvl except the gloves which were 34.
Ok I have seen enough. this thread has dissolved into insults and slander and basically just childlike behavior.


Everyone seems to forget (and nobody mentioned) the two key words.

Open Beta.

There will be bugs, there will be changes, there will be bandaids as people say, there will be new content, there will be tweaks, there will be balancing, there will be more uniques, there will be tree updates, there will be recipe changes, etc etc etc.

Have a civil discussion or don't respond. Overall this change affects both solo players and multi boxers mostly for the better. boxers now have a harder time farming easy to get orbs, and solo players like myself included, do get a little less currency. But ask yourself this, would you rather a multiboxer farm merv 100 times an hour on normal or actuall have them work a little harder for it.

All games are divided by hardcore and casual players. And it boils down to basic economics. The hardcore players gain more currency, but also that currency trickles down to the casual players because of saturation. However you play, this is a good balance for everyone, just like removing orbs from races. now, people who can't or don't race are no longer at a severe disadvantage to people that can race every event.

The reason it works is because hardcore players or multiboxers will bring more currency into the game, which in turn makes currency cheaper for casual players in the long run.

TLDR keep it civil people. if i see another "you are an idiot" post, well I and other mods will take action. Nothing wrong with debates, but this has become a flame war.

Sonata
Game needs monkey pets.

Easiest fix would have been to make it so you dont get +50% quantity per member unless they within say 5 levels of highest level character
So no more lvl 70-80s with 5 lvl 1s in the party

Hell they should do that as well as the current change, would be nice not to see multiple groups of lvl 1s at the portal spots in every town you enter

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