Buggers killed the market and are killing the game!!!!
" you silly troll..... GeGeGe
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" Insert Irony.jpg Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
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I didn't know we are talking about the 5-7 div range. That makes it even more absurd.
When I hit t15 maps my gear was around 3 div. Considering market adjustments by now it should be something around 20ex. Lets make it 110 for 3 Greater Jewellers, because that makes it more realistic for most people. That is about a div. If you collect armourscraps in campaign and early maps you should have twice the amount already. If not you take a stop in early maps to catch up as we all did. The first 2 nodes of every endgamemechanic besides delirium are basically free. I have 8/8 Expedition and am not even fully ascended. So with zero mf I do 1-2div an hour passive by just collecting superior and socketed Gear (if poor) selling either exotic coinage 2e or logbooks 30e each, putting bad Ritual Tablets into the Tower and selling 9range plus for 30+e (instead of radiating my expedition maps). If it's breach you usually get 10-20 splinters with first specialisation nodes which sell 4:1 each. And delirium brings 3-5e on average even without lucky drops. And you will have lucky drops even if they feel rare nowadays. My only concern right now is that the 50+ div Gear doesn't feel endgame viable enough to be considered saving that. But maybe that is just my poe1 standards that are fooling me. |
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" right, divine sinks would make the price even higher. its probably a good thing we dont have one. and lets be honest, theres no point pushing for lower divine prices precisely because they dont rly have any good use cases for normal players. trade doesnt matter. if an exalt is the equiv of $10 and a divine is $100, or the ratio is different and an exalt is $5 and a divine is $10,000... it doesnt matter. its completely irrelevant what the ratios are because its just money in trade. if more orbs drop then prices go up and its the same result for traders. orbs have an actual use case. most players do not trade at all and most people who trade only trade a couple of items which is essentially the same as not trading. for non traders orbs have actual uses in crafting gear. that is what orb drop rates are designed around. exalts should drop at a rate that is correct for people who use them to exalt items, same with divines. where ever that leaves trade is completely irrelevant because its just being used as a currency. my parents bought a house in london in 1980 for £30k, i paid off the mortgage on that house in the 90s and i sold it in the 2010s for £450k. did i make a lot of money? not rly, when they bought the house it was worth about 1 house and when i sold it it was worth about 1 house. the number attached to it is sort of meaningless, the actual wealth was the asset, the house. if a player finds 1 divine a day and the boots he wants cost 1 divine, if you make him find 10 a day the boots will cost 10. what changes is how many divines an ssf player has, thats the only meaningful factor in the drop rate. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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" its how poe1 works, and poe1 has the most successful long term economy that has ever existed in an arpg. not by a little bit, by such a large margin its almost like its the only arpg economy that has ever truly survived long term. i dont think anyone has even attempted to create an arpg economy that could thrive in the way poe1s economy has thrived. after 12 years even poe1s permanent standard server that has all the items and currency ever generated dumped into it was functioning better as an economy than any economy in any other arpg longer than 6 months old. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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" I've been part of alpha tests. This game is fully functional - we're WAY past alpha status. " When people are talking about inflation, they are generally talking about the price of items, not currency. When the value of the currency goes down, the price of everything goes up. " It IS the currency in the game. This is the fundamental design of PoE 2. This isn't like Diablo 2 where players settled on some item for currency when the game didn't provide any. Last edited by Mouser#2899 on Dec 30, 2024, 5:59:07 PM
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" wat.gif Divines are so expensive for 2 reasons, 1) Most powerful uniques are divine sinks 2) Exalts drop like candy You're wooooooooooooshing hard here Step 1 is to self reflect.
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If only this games design wasn't highly dependent on the market, what a world that would be
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" It is not ideal, however: You don't need to interact with market. They are in fact on a holiday. The game still has an insane amount of players considering its been 3 weeks. And its not even out yet, its a paid beta test pretty much. Puny little teeny weeny babyman. |
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" Very few new players 'enter the trade'. Shocking as it may be, the vast majority of players don't play ARPG's to trade. " That's right, it's not a launch! The game has not released and thus has not 'launched'. This is an early access, that means you (and anyone else in the game) offered to -test- the game. The econ doesn't really matter in the long run (all of this stuff is being thrown into a fire at the end). " In this case, I'd assume due to the holidays, I figured the December 16th patch would be the last patch before they went home for the holidays. Or at least I hope they did and they haven't been crunching. " No it's not. It's no weeks old, again, the game isn't out yet, this is an EA. And no, it's not dying. Last edited by Northern_Ronin#6465 on Dec 30, 2024, 8:30:14 PM
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