The REAL truth exposed!! (Brought to you by a player in top 10)
UnderOmerta, you have no idea what you are talking about, you are just making it up as you go because you have nothing to compare it to. You just think if you had more orbs you'd craft more. If I had more orbs I'd save them up and buy gear with them. The only way to counteract this is to make orbs so common they are worthless, at which point the system would go to item exchange which D2 had. Rather than exalts being standard currency, something like andys would as they can be used by anyone and they are rare.
The chances of rolling something valuable are so low that it takes a ton of chaos to hit. I doubt you've even done heavy crafting as you only joined during OB and there hasn't been any reason to. I've personally spent 2k fusings working on 6ls between CB/OB. When I was abusing the shit out of the alch recipe I alched probably 500-1000 pieces of jewelry. I knew it was a bad investment so I didnt do it myself, but I had friends who would spend 100s of chaos trying to get a good weapon. I never got a 6l, I gave up. My friends chaosing things ended up settling, never getting to that "omg" level they were hoping for. Of all the jewelry I alched, 1 piece was worth 20 gcps the rest barely covered the cost of alching them all. You make exalts as common as augs, they lose all value and no one cares about them. The transition would ruin the economy and trading would be completely fucked. Yes, people will just throw them at gear, and they'll learn they are just not worth using. It would end up like chisels, something only good to use on maps, no other value, but people will have a large supply and won't need to trade for them so again, all negative, no positive in terms of economic shift. This isn't a change that would make the game better in general, it's a change that would make it better for YOU. You are just guessing this will be a good thing and aren't looking at both the positives and negatives. At this point you are arguing to be right, not for actual improvement. Finished 17th in Rampage - Peaked at 11th Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 Last edited by Moosifer#0314 on May 13, 2013, 8:25:50 PM
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Heyyous is correct. You are comparing the opportunity costs to how they are now, and not what they will be with suggesting they be as common as augs. Or if they were anyways.
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I would call myself a casual player, I play maybe 10-15 hours per week, been playing from launch of OB. Ive seen 2 exalted drop for me, my two friends having played about the same as me has not seen any.
I wouldnt mind to exalted orbs to drop a bit more often so that I could at least convince myself that actually trying to use an exalted orb would be ok from time to time. Having said that, in terms of items, its always about finding the next upgrade and getting to top gear at a slow rate is imo better and prolongs the life of this game for me. Giving me an easier access to exalted orbs would prolly make me use one or two every now or then. I understand that prices for rare uniques would just increase proportionally so my access to them would not increase. But this discussion is about access to maps (xp) and not items (at least it used to be) and it is different (as Chris stated they are happy about the access to high ilvl items, but not xp). If people really want a (somewhat) healthy economy go play EVE where item sinks exist. All other games without resets will eventually have an inflated economy. It is inevitable and a really boring discussion tbh. | |
The problem in regards to the OP is about mapping, correct. However, at LEAST one of his teammates also trades for items on jsp. What this says is quite simply, even if there were NO issues with mapping, people are going to do whatever it takes to lengthen their epeen. Breaking the rules does not matter to them.
If the OP actually cared, he would not be either a) breaking the rules, or b) not playing with players who he knows are. He would instead be making threads and giving feedback based on his personal experience of playing in a legitimate fashion, as many other players do. |
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I feel everything would sort itself out if maps were actual end game content, Instead of harder to access area's for leveling up.
D2's ubers for example, They were not made easy so anyone could run them, In fact specific characters were needed to do them well. Same with clone Diablo. Maps in this game are suppose to be "end game" like those things were... They are not at all. Maps are simply high level zones that you can only randomly access. I think the first step in a solution in this problem is agreeing that there is nothing "end game"about the current map system. Everything "end game" in Diablo 2 had a unique reward. Nothing in Poe "end game" is unique. Unless you count the fact that there is no other way to ger an ilvl 69-77 item. That's not unique in my book though. |
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" I agree, I'm pretty sure that if you buy maps and orbs you are certainly also buying gear. I dont have a problem with the map system, but Im not trying to reach lvl 100. For the op its about epeen. I wouldnt necessarily say that about all the other people frustrated about map drops as have enough faith in people to think that at least someone is trying to reach lvl 100 without wanting to use RMT. I personally love the idea of it taking me years to cap out, but that's just me. | |
" Its as much end game as getting a torch in d3 which you are then happy about for 5 min before you realize that was it. Maybe even more because getting that lvl 77 white then require crafting. | |
" Yes and No. Yes you can only pull high Ilvl items from maps. No the items do not feel special like a torch or anni did. No killing randomly generated monsters and a boss does not feel different from main game. No progressing through maps does not feel like anything different then a regular zone. The only thing special about maps is what is annoying people. The fact that it is hard to get to those top maps which are required to continue leveling. Which is the same thing that keeps good items expensive. It's fake difficulty trying to progress through maps. Sitting there hoping you have enough lower level maps in order to have a shot at a high level map. It's bad design because of its randomness and lack of excitement. It's no more then recycling the monsters we have already seen and throwing in a generic boss(Most of the times we have even killed the boss before) |
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" A few things: A)I would be surprised if there wasnt more "end game" high powered uniques added later on to give you an anni or a torch feel. Definitely there will be new bosses and new acts. B) While much much less difficult to get a hold of (with an enigma that is) getting the keys needed to run ubers in the first place was also random though less than getting a 75+map. C) For me the special thing about an item is not having it, its getting it. The minute I get it (or reach lvl cap) I loose interest in it. That doesnt mean I dont like having it, but all the thrill is in the hunt, or the progress towards being able to hunt. I dont care if its an anni or a perfectly crafted item from a ilvl 77 so for me its the same thing. Fun fact, when Eve did their infamous Incarna expansion, the community revolted and threadnougts came to be. Everyone was posting they would quit. Changes were made and everything was good again. However, somewhere in all the rage, a dev or even a person higher up said that app 10% of the player base read the forums and not all of them posts. My point is that while the map drops issues seem like a huge deal to people reading the forums its prolly not something the remaining 90% care much or even at all about. So before making any changes GGG needs to think about the 90% maybe even more so than the few people trying to reach lvl 100, especially the ones using RMT to progress. Edit: oh and I forgot to say, that the only way to keep people playing 10+ hours _every_ day from reaching lvl cap, getting perfect gear quickly etc etc is either by making a huge game, like 100 acts with accordingly scaling difficulty and items. This is of course not possible so to stop that from happening you use heavy RNG and replay of previously used content such as the use of scenery and creeps. Otherwise people would whine about stuff being too easy and not content (actually pretty much the same they whine about now when I think about it). Last edited by Rugs#6380 on May 13, 2013, 11:06:08 PM
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" You need a blessing from that god of yours, your trolling is somewhere beneath floor level. Nice name though. (content removed - michael) placeholder for creative sig Last edited by Michael_GGG#0000 on May 14, 2013, 1:01:38 AM
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