Player Manifesto

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ST4H wrote:
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Snorkle_uk wrote:
things having value in standard is like a floor that maintains a minimum value for items across the board in any non void environment. once u take that away everything in the game can become completely worthless. in a vid ziggy mirrored a 3 link RGB item and vendored it for a chromatic orb. why? because it was a void/ptr/beta type environment and hence nothing had any real value, a viewer gave him the mirror to do it as a joke because why not? its a mirror and it has ZERO value beyond turning it into a chrom for lols.


I see that every time at the end of league. People trade all for nothing because they treat seasonal leagues as void anyway


Some people do nothing except farm/buy all-league, for items to sell in standard. That is their entire goal in each league.

There are quite a few 'consumables' that are significant value differences. Especially mid-league.
I think GGG should really reconsider the currency situation. I agree with what's been said in this post. There are just too many currencies right now, too many uniques, too many divination cards, etc.. AND most of them do nothing and have low value.

Instead of all these currencies we could have a gold system.
You need to reroll mods on a rare item? (chaos orb)
You need to remove mods from an item? (scouring orb)
You need to reroll the implicit mod value? (blessed orb)

Do not worry, the gold system got you covered. Spend X amount of your gold to get the effect of a chaos orb, Y amount for the effect of a scouring orb, etc.. Best part is, you do not have to convert gold into any other currency. Just spend gold to get the effect.

UPVOTE from me definitely.
Last edited by SeaSkipper#5018 on Aug 17, 2021, 5:50:30 AM
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Chalace2 wrote:
Some people do nothing except farm/buy all-league, for items to sell in standard. That is their entire goal in each league.

There are quite a few 'consumables' that are significant value differences. Especially mid-league.


Yes. I am currently buying up mirrors, logbooks, breach blessings, Nightmare jewels and certain beta league uniques for re-sale in standard. The only reason I ever touch beta league is to do this. But when I saw the lower than average population this league, I smelled profit.

:)
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ST4H wrote:
Let me start with possibly untrue statement.
Seasonal leagues were meant to be a fun twist of the standard league.

You couldn't in fact be further from the truth... :-p

The seasonal leagues ARE (and always has been) the game, with standard initially being dubbed as 'the dump league'. It is a place to dump the items from the seasonal leagues, and the reason for that is so players wouldn't complain hugely when they lost their 'phat lewt' at the end of the seasonal leagues.

That's why standard gets very little 'special treatment'... You can redo your atlas quickly at the start of a new season, don't get seasonal league mechanics, but that's pretty much it...
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ST4H wrote:
At this moment pinnacle of mapping looks something like this: play map without paying much attention for 5 min, spend 20+ min looting, do it again.

No... You need it down to around 2 minutes, and skip the 20 minutes of looting :-)
I think it is important for this kind of game to have clear meaningful milestones for characters. Right now none really exist. The current meta for the endgame is get gear, do harder map/delve, get more gear. None of it really changes. In fact if you luck is bad no matter how much time you spend trying to get your items, you may never ever see it.

Something like the gold currency vendor would go a long way it making these luckless players feel like they have a milestone that isn't better gear they are never going to see, bosses they can never beat.

I feel bad for new players because they are going to reach a point where they will consider is this game worth it or not, and unfortunately the early game and the end game is so bad that they will leave. Harvest for all its problems was a band aid. The expedition vendors help a little, but this game needs a massive overhaul in its story, in how players are introduced to the game, and what it wants players to do after they beat Kitava.

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