"Money" exchange rate at shops needs work

Chance, randomness and unavailability are also reasons why games like this stand out from the junk.

Not everything has to be calculatable and written down. Even in the enlightend 21st century we dont know how everthing works.

Sometimes its seems broken until you understand it.

I personally am not a fan of the whole, create a RPG game, make a website and display everything thats in the game.

Its supposed to be an adventure.

You can never avoid the enevitable player compilation of information but the Devs should put more shroud on such releases and the players should not try to force answers or changes to systems to make thier game play more calculatable no matter how much they think they want it.
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Silty wrote:

Do you even realize how irrelevant the crappy exchange rates will be once the developers add a decent Auction House to the game?

I am curious to see how they would add that. It can't work without a money currency. What makes an item more valuable than another to put up on a bid? What defines the lowest price of a bid? A Wisdom Scroll? If it will use these, along with portal scrolls and item enhancing gems, then they might as well add gold, because it will be cumbersome without it.


That said, I never heard them saying they'll add AH. I believe they said they will make trading an actual feature of the game, instead of spamming #chat and dropping items on the ground, though.
Games were better when devs didn't listen to player feedback.
Auction house, Ill believe that when I see it, because with 22 monetary items to account for, this is gonna be a hell of an exhange system.
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So... now that we're in the actual beta, I'm pretty disappointed that nothing has changed here.

This leaves me with two questions:
- Can someone from the dev team confirm whether this is in the roadmap somewhere or not?

- Failing that, can anyone give an opinion on whether or not it is actually ever worthwhile to identify blue items? 'cause it seems like I'm better off selling them unidentified rather than burning a wisdom scroll on them...
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Apathist wrote:
So... now that we're in the actual beta, I'm pretty disappointed that nothing has changed here.

This leaves me with two questions:
- Can someone from the dev team confirm whether this is in the roadmap somewhere or not?

- Failing that, can anyone give an opinion on whether or not it is actually ever worthwhile to identify blue items? 'cause it seems like I'm better off selling them unidentified rather than burning a wisdom scroll on them...


Unid gives you Transmute shards, Identified gives you alteration.
but that's the tip of the iceberg!
http://en.pathofexilewiki.com/wiki/Vendor_Recipes
Last edited by glovedust#4039 on Jan 31, 2013, 1:40:04 PM
I think there is an interesting idea to be pulled out of this. People have been complaining about bulk purchases from vendors taking too long. I'm wondering if recipes for the selling window ( which works better for bulk stuff anyhow ) might be a good solution.

Right now in Act 2 you can purchase 1 Jewellers orb for 2 Alteration , and 1 Fusing for 4 Jewellers.

Right now if you go into the selling window and throw down 2 alterations, you get 8 scrolls of wisdom. Since you know that you can switch over to the purchase window and get an Jewellers. for that, why not have the vendor recipe for selling two alts be a jewellers. That way if you throw a stack of 20 in you get 10 jewellers.

It doesn't impact the economy AT ALL, and it saves time for those looking to do bulk purchases...Just a thought, but I get a felling I'm forgetting something that might hang up the idea. Anyone think of why this wouldn't work?
"I would have listened... I would have understood!" - Scion

Have you removed Asus ROG/GameFirst yet?
There's one thing missing from your analysis: Orb drops. Transmutation orbs are abundant enough that, if you could sell them for 3 portal scrolls, and again for 21 wisdom scrolls, then portal and wisdom scrolls would be pointless as drops. Each step you go up in currency value, if what you propose is true, makes each lesser orb less valuable.

The vendor is not a bank, it serves two purposes for now 1) to exchange lesser orbs for other lesser orbs, at a cost since you didn't find the drop you were looking for (or enough of it), and 2) to exchange lesser orbs (see, less desire to trade) into better orbs that are more tradable to facilitate player to player exchanges. It does an adequate job of both.

I think the system is fine as is.

Edit:
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MaxTheLimit wrote:
Right now if you go into the selling window and throw down 2 alterations, you get 8 scrolls of wisdom. Since you know that you can switch over to the purchase window and get an Jewellers. for that, why not have the vendor recipe for selling two alts be a jewellers. That way if you throw a stack of 20 in you get 10 jewellers.?

Because there is value in exchanging certain orbs for wisdom scrolls. I've sometimes had so many rares drop in a map that I cannot grab them all even with 6 portals. In order to vendor them for alts, I'd often burn through more wisdom scrolls than I'd gain in that run. When this happens I may decide to sell a stack of transmutation for more wisdom scrolls so I wouldn't run out on my next run.

Furthermore, I had this same idea a while back, and offered various solutions as to not disrupt current recipes. My conclusion was that it'd be much easier to to add a vendor hotkey that, when depressed while making a purchase, would open a quantity input menu. Much cleaner, much less hassle ;)

Shift+Click or something.
Devolving Wilds
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Last edited by CanHasPants#3515 on Jan 31, 2013, 3:16:29 PM
you are not suppose to sell money.
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Antistes wrote:
you are not suppose to sell money.

There is no "money" at all in this game. He was talking about the currency items and used the term "money" off-handedly.

Do people even read the threads they post to...?
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CanHasPants wrote:
The vendor is not a bank, it serves two purposes for now 1) to exchange lesser orbs for other lesser orbs, at a cost since you didn't find the drop you were looking for (or enough of it), and 2) to exchange lesser orbs (see, less desire to trade) into better orbs that are more tradable to facilitate player to player exchanges. It does an adequate job of both.

So, I'm fine with all that, even the part about unequal trades. If you read the first post in this topic, all I complained about was how unequal some of the trades are.

And orb drops are ace and all, but what I'm actually put out by is that it seems pointless identifying things. Think about this: I sell unid'd blue items for (usually) 2 transmute shards, vs, say ~5 alteration shards for id'd items. That's great, I get more for the id'd items...

But wait, that's about 4 id'd items per alteration orb, which is "worth" 4 wisdom scrolls... but I've spent 4 scrolls of wisdom to id the 4 items in the first place... so I've made a net gain of zero from those items. (You can argue that I shouldn't sell the alteration orb, but I'm always short of wisdom scrolls, so I need to get them somehow)

On the other hand, if I sell unid'd items, I get the 2 transmute shards and it has cost me nothing, so net gain.

But I'm waiting for someone show me where that analysis is wrong...

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