The Drop Rate Paradox: Why more loot means less loot
" Exactly this. I think op is fundamentaly wrong at least when it comes to exalts and regals. At the end of the day, even if their market value decreases as far as crafting is concerned they are still equally useful. During the previous league I made most of my starting currency crafting and selling mid items. And by the end of it I was just spamming entire tabs of items until 6 mods and only then would I look at them. It's probably very wasetful but it's also probably the least tedious way to go about it, and I was still making solid profits. This league on the other hand, mid-gear crafting is completely dead. Currencies are just too rare and valuable (in my opinion) to be used for crafting instead of trading, you can start turning a profit once you can target specific builds with the more desirable bases but until I got there, I was just wasting my currency everytime I crafted with it (so basically during most of the atlas progression) I did make a bunch of items I ended up using myself but if I had not wasted this much ressources on items that end up in the trash I could have just bought some much better gear off the trade site. Also less currency means you really have to make arbitrations every step of the way and ponder if each item is even worth regalling. Doing this over and over hundreds of time, squinting at small lines of text and alt-tabbing to poeDB 4 times per minutes is extraordinarily tedious and boring. I do not believe for a second the developpers have actually experienced this aspect of their game and thought "Yep, this is fun, people will like doing this for hours". No way. Last edited by LFA01#0120 on Apr 28, 2025, 3:08:11 PM
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Gold should be the only trading currency between players. Crafting materials have an entirely different gameplay purpose. It's a bad game design imho having to balance crafting mat drop rates around currency inflation in the economy. Gold you can tax, gold exchange rate at vendors you can adjust, for gold you can do easy currency sinks like all the gambling that already is in the game.
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" I agree the market is relative and based on supply and demand. But that's not the issue. The issue is we want to hear the SHWING more often because it makes us feel good. The more SHWING the more excitement we have to keep grinding. It doesn't REALLY matter if that blows the economy up a lot as long as we have the carrot on the stick dangling close enough that we can get a bite every once in a while. The economy is a separate issue though, because what happens is you drive a lot of the fans away and the only people left are the top grinders who spend all day farming sacred flame and then the economy gets absolutely bent over. So I agree with the sentiment I just don't think it applies in the way you propose. Last edited by MeanBob_Games#6853 on Apr 28, 2025, 3:09:12 PM
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