Divine Orbs ruining the market
Bro you do realize that literally like 99/100 of the people playing this game also have jobs and other responsibilities, right?
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Hi,
To answer 1st question which Author ask: I love this game soo much that i spent 200 hrs in 12 days and what i want to say im not casual im hard core. My opinion is made after hundreds of hours and feeling was really great at start for like 3 -4 days when 1 div cost 3 ex, but now after like 300-400 maps done from tier 1 to tier 15 i have to say i did drop a lot of augmentions( over 1k) and transmutations(over 1 k) over 40 chaoses 3 anulment 3 chance like 100 + regals around 200 exalts and 1 FUC... DIVINE on those maps i keep increasing magic find i did upgrade towers for magic find and other things which should make my drops better and better... BUT NOTHING HAPPEND!I have 1 divine , and u know whats best from this ? I did drop it on campaign cruel act 3 after this moment i did not drop even 1 divince orb, soo plz dont tell me everything is ok with drop chance because its not. In addition i want to say my job is analitics soo i have excels for this. Best regards guys! |
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1 div, 1 greater jeweler, nothing exciting, in t11 maps now...
GGG plz, people are flipping like there is no tomorrow, plz make an SSF mode where you get better drops, especially for the rarer crafting currency that would otherwise be (ab)used to trade and of course therefore no option to migrate so nobody cries... I can very much pass on "the magical moment" to be in the same league with botters, cheaters, flippers and pseudo buisnessman hide out warriors.... It is almost 2025 for chris(t) sake ;P |
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If they were to add a vendor reciepe to swap between currencies, then they could control the economy based on that.
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This is a silly thread.
Things are priced the way they are now because people are either rich enough or stupid enough to pay. The fact of the matter is that once you do get into proper end game. Exalted orbs are a pretty common drop. They are also a pretty common reward for things like ritual (to the point that people recommend to ignore them) They are absolutely as common as chaos orbs were in poe 1 which means there will be people with 10s of thousands of them before long. I just cannot figure out why people want divine orbs. in poe 1 it made sense because divines were used in the most important crafting recipes. As far as I know that is not the case in poe 2. omens fill that roll and they are STUPID rare. |
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well, regal orb costs x2 more of exalted orb in ritual encounter, this is all you need to know about devs understanding game economics
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This has been an on-going issue through PoE1, and it all basically comes down to the player driven economy.
On the one hand, it's perhaps the coolest thing about PoE, the idea that the value of all items is determined by the players, and not arbitrarily set by the developers. It can be very compelling, and allows players to come up with individual strategies to build wealth. PoE1 does this very well, because even early maps can be very lucrative if you have a plan. Unfortunately, due to the lack of league content and the inability to target content, PoE2 struggles with this. You can't just farm low level essences and make a killing, for example. On the other hand, I completely get your frustration and have felt it a lot in PoE1 as well, especially in recent PoE1 leagues such as Affliction and Necropolis. In these two leagues there were two ways of making currency which outperformed all others by several orders of magnitude, being Magic Find Tier 7's and T17's respectively. What this does, is it causes a huge amount inflation, and the gap between hardcore and softcore players increases to an extreme degree. In both the abovementioned leagues, if you weren't doing that content, you might as well have been playing a different game. I'm not sure how to fix this, I dislike the idea of setting a "minimum wage" by making vendors swap exalts for divines, on the other hand I don't want players who play less to be punished because of no lifers. I think that making lower tier content more profitable would be a good start though... Last edited by Chanlaa#7114 on Dec 19, 2024, 7:36:54 AM
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Trade has always been and will always be a terrible idea in aRPGs. There is no way to fix this other than to remove trade. Which they absolutely should do.
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trade is unfixable, just make ssf better, problem solved
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" i think that you're probably right, I agree that they should make SSF un-migratable and give it significantly boosted drops akin to Last Epoch's system. I actually think I'd rather play SSF if drops weren't balanced around trade |
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