Exalted Orbs

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b15h09 wrote:

So, a person would have to farm 30 exalteds in a week to trade for a Shavronne's, then the seller would need to have the gear to use those 30 exalteds on in the few minutes remaining before they go poof?

LOL

I'm not saying any huge changes have to take place, nor did i want to disrupt the current orb value system. The way it stands if you get an exalt (if you are smart) you may as well not sell ever. This is the problem with a strictly capitalist system. People at the top can manipulate the whole thing once enough currency is attained, which is why we have Keynesian policy along with capitalism in the US.
People in world of warcraft did this by buying all of the items that were legendary even overpriced, then would mark it up by 45% and it would be the only one available. They had to ban people and do all kinds of stuff to prevent it from ruining the economics of the game.
We initially announced that looting is free-for-all in Path of Exile. Players would be able to see and pick up any items that dropped.

It's important to us that Path of Exile has a cut-throat feel where players are not only competing against monsters, but also their fellow players. We do not feel it is an option to arbitrarily hide items from players who have not been allocated them.

As we saw here and here, many players really objected to this.

Several legitimate problems with free-for-all looting were raised:
- Ranged players are unable to get to the items in time.
- Items might just get scooped up by one player with substantially lower latency than the other players.

Over the past few months we've thought long and hard about this topic, and have come up with a system that we feel captures the cut-throat feel that we're trying to go for, but helps mitigate the valid complaints.

We're proposing the following system:
- All white text items are free-for-all.
- All magic/rare/unique/currency/gem items are allocated to a nearby player for a very small amount of time.
- All players can see the item, and a countdown of how much time remains until it's available to anyone is shown.
- The allocation time is intended to be very small (enough time to compensate for a little latency, reaction time and travel distance). We're thinking a base time of something in the order of 1 second when standing next to the item.
- The time would be increased by the time it takes for the character to run to the item. An item allocated to a ranged player might unallocate after two seconds, for example.
- It's important that the time is low enough that the player can only get the item if they are paying attention and make an effort to immediately grab it.
- The allocation times can be lower or non-existent in hardcore or cut-throat leagues.

Players who wanted an allocated looting system will hopefully be happy that this system mitigates item loss due to latency and travel distance.

Players who wanted a free-for-all looting system will hopefully be pleased - with this system they can take any item they want if the allocated player is not paying attention to the drops.

This is a concept based on feedback only. It's not locked in stone, but we like the direction it's going in.

What do you guys think about this suggestion? Please don't just post "allocated sucks", or "I won't play if it's free-for-all".
"
Le0wn wrote:
"
b15h09 wrote:

So, a person would have to farm 30 exalteds in a week to trade for a Shavronne's, then the seller would need to have the gear to use those 30 exalteds on in the few minutes remaining before they go poof?

LOL

I'm not saying any huge changes have to take place, nor did i want to disrupt the current orb value system. The way it stands if you get an exalt (if you are smart) you may as well not sell ever. This is the problem with a strictly capitalist system. People at the top can manipulate the whole thing once enough currency is attained, which is why we have Keynesian policy along with capitalism in the US.
People in world of warcraft did this by buying all of the items that were legendary even overpriced, then would mark it up by 45% and it would be the only one available. They had to ban people and do all kinds of stuff to prevent it from ruining the economics of the game.


Ban people for buying items and selling for a profit? LOL.


Also, turns out Keynes was an idiot. Just FYI.
IGN: NuzzyFipples
"
Le0wn wrote:
"
b15h09 wrote:

So, a person would have to farm 30 exalteds in a week to trade for a Shavronne's, then the seller would need to have the gear to use those 30 exalteds on in the few minutes remaining before they go poof?

LOL

I'm not saying any huge changes have to take place, nor did i want to disrupt the current orb value system. The way it stands if you get an exalt (if you are smart) you may as well not sell ever. This is the problem with a strictly capitalist system. People at the top can manipulate the whole thing once enough currency is attained, which is why we have Keynesian policy along with capitalism in the US.
People in world of warcraft did this by buying all of the items that were legendary even overpriced, then would mark it up by 45% and it would be the only one available. They had to ban people and do all kinds of stuff to prevent it from ruining the economics of the game.


You obviously have no understanding of Keynesian money creation.

Regardless, an item is only worth what both a buyer and a seller will accept for the exchange. Nothing more, nothing less. If people are willing to pay extremely high prices, then that is what the item is worth.
No. Calm down. Learn to enjoy losing.
"
Jojas wrote:
I think all non-vendor currency should have an expiration date. After one week they go 'poof'.


Brilliant



Making all kinds of gains.
"
comeoutandplay wrote:
We initially announced that looting is free-for-all in Path of Exile. Players would be able to see and pick up any items that dropped.

It's important to us that Path of Exile has a cut-throat feel where players are not only competing against monsters, but also their fellow players. We do not feel it is an option to arbitrarily hide items from players who have not been allocated them.

As we saw here and here, many players really objected to this.

Several legitimate problems with free-for-all looting were raised:
- Ranged players are unable to get to the items in time.
- Items might just get scooped up by one player with substantially lower latency than the other players.

Over the past few months we've thought long and hard about this topic, and have come up with a system that we feel captures the cut-throat feel that we're trying to go for, but helps mitigate the valid complaints.

We're proposing the following system:
- All white text items are free-for-all.
- All magic/rare/unique/currency/gem items are allocated to a nearby player for a very small amount of time.
- All players can see the item, and a countdown of how much time remains until it's available to anyone is shown.
- The allocation time is intended to be very small (enough time to compensate for a little latency, reaction time and travel distance). We're thinking a base time of something in the order of 1 second when standing next to the item.
- The time would be increased by the time it takes for the character to run to the item. An item allocated to a ranged player might unallocate after two seconds, for example.
- It's important that the time is low enough that the player can only get the item if they are paying attention and make an effort to immediately grab it.
- The allocation times can be lower or non-existent in hardcore or cut-throat leagues.

Players who wanted an allocated looting system will hopefully be happy that this system mitigates item loss due to latency and travel distance.

Players who wanted a free-for-all looting system will hopefully be pleased - with this system they can take any item they want if the allocated player is not paying attention to the drops.

This is a concept based on feedback only. It's not locked in stone, but we like the direction it's going in.

What do you guys think about this suggestion? Please don't just post "allocated sucks", or "I won't play if it's free-for-all".


You clearly misread what the OP said... That has nothing to do with what he said.
I'm in an abusive relationship with life. It keeps beating the hell out of me and I'm too cowardly to leave it.

IGN • NCPEREIRA
STEAM • steamcommunity.com/id/NCPereira
"
b15h09 wrote:
So, a person would have to farm 30 exalteds in a week to trade for a Shavronne's, then the seller would need to have the gear to use those 30 exalteds on in the few minutes remaining before they go poof?

LOL

No. Of course the value of exalteds would go down the gutter, so you'd need about 300-400 for a Shavronne's.

"
NCPereira wrote:


You clearly misread what the OP said... That has nothing to do with what he said.


he is spamming this in every thread, please ignore
"
b15h09 wrote:

You obviously have no understanding of Keynesian money creation.

Regardless, an item is only worth what both a buyer and a seller will accept for the exchange. Nothing more, nothing less. If people are willing to pay extremely high prices, then that is what the item is worth.




You missed the point and sidestepped the question. Keynesian policy and this game have no connection. Nor did i try and describe what it was. I merely stated it's what the US instituted lmfao. I don't need another explanation on how a free trade system works scrub.
"
Le0wn wrote:
"
b15h09 wrote:

You obviously have no understanding of Keynesian money creation.

Regardless, an item is only worth what both a buyer and a seller will accept for the exchange. Nothing more, nothing less. If people are willing to pay extremely high prices, then that is what the item is worth.




You missed the point and sidestepped the question. Keynesian policy and this game have no connection. Nor did i try and describe what it was. I merely stated it's what the US instituted lmfao. I don't need another explanation on how a free trade system works scrub.


Yet you described Keynesian policies as a guard against the exact problem Keynesian money creation creates. I understand monopolies, but they can't exist in their true form in a game where new items are constantly being created.

Seriously, do we need to get into name calling?
No. Calm down. Learn to enjoy losing.

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