This game has an elite rich and a very vast poor population (Currency system is broken)

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rflynn74 wrote:

100 GCP's ???? Christ....Curious how often do you play? How many hours per day?


I would say around 7h per day with trade and afk time but since there is not possible anymore (trade) i have gained like gcp/per day (discounting currency spent on low level maps, no chisels)

So basically i dont play at all atm
"
rflynn74 wrote:
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SL4Y3R wrote:
I've personally spent that much on upgrading my gems. Let alone items, maps, etc.



That's insane


Not really, that's only 11 exalted orbs. Running high level maps for 3 months can easily burn through 11 exalts.
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Undon3 wrote:
Seems to mirror real-life capitalist (or maybe corporatist) economics :)

I bet I could get you 50 libertarian economy professors that would praise the fairness of the system to you and sing it hymns for an entire week.


I'll trade them all for one

http://www.criticalcommons.org/Members/ccManager/clips/david-harveys-crises-of-capitalism-lecture-visualization

Enjoy
"
Hellkaiser wrote:
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Undon3 wrote:
Seems to mirror real-life capitalist (or maybe corporatist) economics :)

I bet I could get you 50 libertarian economy professors that would praise the fairness of the system to you and sing it hymns for an entire week.


I'll trade them all for one

http://www.criticalcommons.org/Members/ccManager/clips/david-harveys-crises-of-capitalism-lecture-visualization

Enjoy

"Politics of De Nile" :)

Very talented drawers there... so much imagination and creative spark. I'm not touching on the ideological, economical and political content for obvious reasons...

Thanks a lot for it, take care.

"
Alhoon wrote:
Recently devs upped the so called "common unique" drop rates, and while many on this forum would see that as a step to the right direction, it also caused trade chat to be flooded by newbies trying to sell their useless uniques. Also seeing that these uniques were at most 1alch-1chaos each, they were always in reach of every player. Now they're worth as much as the vendor recipe yields.

The common uniques (at least in Default) were always worth crap - if you could actually manage to trade them :)) I know I couldn't. I still have multiple SinTrek, Slitherpinch, Sidhebreath, Limbsplit and all kinds of other crap, never sold one in weeks, and I bumped my topics religiously.

And the trade chat spam? That is all another issue. It's cause by the inefficient and badly designed trading system. Not worth naming an alternative that actually is efficient and works, if properly implemented - we all know its name.
placeholder for creative sig
Last edited by Undon3#5633 on Apr 24, 2013, 8:35:12 PM
I AGREE! We need taxes for the elite to increase the wealth of the poor! -_-

Are you serius?!
"The harder the game, the better."
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Undon3 wrote:

And the trade chat spam? That is all another issue. It's cause by the inefficient and badly designed trading system. Not worth naming an alternative that actually is efficient and works, if properly implemented - we all know its name.


The term 'auction house' has just been tainted by D3. I bet if GGG added a trading system called "The Marketplace" and it let you:

Post Item
Define Minimum Bid
Define Buyout
Define Orb Ratios
Define accepted orbs

Let's say you want to sell a kaoms for 30-45 pure exalt. You'd just list kaoms with a minimum bid of 30 exalt, buyout of 45 exalt, and set it to only accept exalts.



Everybody would love it.
Last edited by Xendran#1127 on Apr 24, 2013, 9:17:51 PM
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Vold316 wrote:
I AGREE! We need taxes for the elite to increase the wealth of the poor! -_-

Are you serius?!


"The harder the game, the better."

lol
"
Alhoon wrote:

This game was made with hardcore audience in mind. This is just my opinion, it has been said numerous times by devs themselves. What you (and many other people on this forum) are trying to argue is essentially to make the game what it was not supposed to be in the first place.


It is entirely possible to take the notion of hardcore too far, and you end up with something that isn't hardcore, just stupidly hard.

As for an idea, I seem to remember reading here that the devs did not anticipate full parties running around with 400+ iiq, and I think that this may be one of the stumbling blocks to making more substantial and fundamental tweaks to drop rates.

In this case I do not think penalizing an individual's IIQ/IIR is totally out of the question. Grouping gives an inherent bonus to IIQ as is, and previous changes made it so that they do not apply unless the group is in close proximity. Yes, grouping also makes enemies harder and a player is probably trading damage/survivability stats in order to have their IIQ, but it seems that the benefit of other players far outweighs these two factors. I don't think it's out of the question because the risk is low compared to the reward.

Ideally, the system I have in mind would hit a group of six players with 400+ IIQ on each individual much harder than a group of six with 100-200 IIQ on each individual. It would also not hit a group of 2 with 400+ IIQ as hard as the group of six with 400+ IIQ.

I would not have this penalty apply to solo players, since they have increased their risk by trading damage/survivability stats. I would also exempt the IIQ bonus from grouping so that it doesn't completely discourage grouping. IIQ/IIR from map mods would also be exempt so as not to discourage players from using more difficult map mods.
Last edited by 57789#2297 on Apr 24, 2013, 10:17:43 PM
Guys, my system would fix this and many other problems with the current system. Easily.

The thread is listed in my signature.
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57789 wrote:
"
Alhoon wrote:

This game was made with hardcore audience in mind. This is just my opinion, it has been said numerous times by devs themselves. What you (and many other people on this forum) are trying to argue is essentially to make the game what it was not supposed to be in the first place.


It is entirely possible to take the notion of hardcore too far, and you end up with something that isn't hardcore, just stupidly hard.

As for an idea, I seem to remember reading here that the devs did not anticipate full parties running around with 400+ iiq, and I think that this may be one of the stumbling blocks to making more substantial and fundamental tweaks to drop rates.

In this case I do not think penalizing an individual's IIQ/IIR is totally out of the question. Grouping gives an inherent bonus to IIQ as is, and previous changes made it so that they do not apply unless the group is in close proximity. Yes, grouping also makes enemies harder and a player is probably trading damage/survivability stats in order to have their IIQ, but it seems that the benefit of other players far outweighs these two factors. I don't think it's out of the question because the risk is low compared to the reward.

Ideally, the system I have in mind would hit a group of six players with 400+ IIQ on each individual much harder than a group of six with 100-200 IIQ on each individual. It would also not hit a group of 2 with 400+ IIQ as hard as the group of six with 400+ IIQ.

I would not have this penalty apply to solo players, since they have increased their risk by trading damage/survivability stats. I would also exempt the IIQ bonus from grouping so that it doesn't completely discourage grouping. IIQ/IIR from map mods would also be exempt so as not to discourage players from using more difficult map mods.


Where are you seeing a 400 IIQ individual at?

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