Crafting orbs or currency? A serious discussion of the game's direction

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Flapdrol wrote:
The problem is that you may be able to craft good items, but who will you trade them to? Everybody else has also crafted good items, so you can only craft for yourself.


I will trade them to no one!

Everybody can play the game with items he crafted. No need to trade, no real instentive for RMT,..... sounds wonderfull to me. Kill economy now - lets play "slay, loot, improve" instead of "trading simulator" (there is allready a trading simulator with better graphics called diablo3)

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Flapdrol wrote:
And after everyone is decked out with 6L gear with just the right affixes and top rolls, then what?


Then people level to 100.
Then people try another build.
The people try to trade/craft for that 0,2% upgrade to improve.

Im not affraid of that situation of having almost perfect gear. That happened in diablo 2 a lot - people played for 10 years.....
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morbo wrote:
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Powertrip wrote:
The difference is that many other games have actual weapon and gear crafting.

That very old game we all love and always compare PoE to, has a vastly superior crafting system than PoE. It's time PoE introduces a crafting mechanism that involves recipes.

Crafting right now: farm for orbs (subjugated to RNG). When done farming start wasting orbs and pray that the crafting slot machine will give you what you want (subjugated to even more RNG).

A real crafting system: Farm for resources (subjugated to RNG). You have them all? <happy face>, now do the recipe "Item + X + Y + Z", which will give you a deterministic outcome you want. (less subjugation to RNG).

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The problem is that you may be able to craft good items, but who will you trade them to?


As I mentioned in my previous post, irreversible degradation of items could take care of item inflation. If you had a better crafting system at your disposal, you wouldn't care for item loss, cause you would be able to relatively easy craft yourself a new similar one.

Trading could be reserved for (non-degradable??) uniques, skill gems and for orb exchange.


I would stop playing the game tyhe next second if GGG implement a system where my item will be destroyed no matter what i do. It s the same as reflect damage, a cheap and stupid mechanics that adds nothing but tedious and boring things.
Maker of ZeeL's Amplifier.
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morbo wrote:
Crafting right now: farm for orbs (subjugated to RNG). When done farming start wasting orbs and pray that the crafting slot machine will give you what you want (subjugated to even more RNG).

A real crafting system: Farm for resources (subjugated to RNG). You have them all? <happy face>, now do the recipe "Item + X + Y + Z", which will give you a deterministic outcome you want. (less subjugation to RNG).

This is a problem that exists in many other aspects of the game too. Too many layers of RNG stacked upon one another.
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exit_zero wrote:
]
This is a problem that exists in many other aspects of the game too. Too many layers of RNG stacked upon one another.


I think in a nutshel, this is caused by a design principle that seems to pervade GGG development.

The: 'One size fits all' approach.

One passive tree for all classes. No true class distinction. balance with rng

One crafting/currency/trading system. Jack of all trades, master of none (understatement of the year) balance with rng
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Kagari wrote:

I would stop playing the game tyhe next second if GGG implement a system where my item will be destroyed no matter what i do. It s the same as reflect damage, a cheap and stupid mechanics that adds nothing but tedious and boring things.

Yes, I think a lot if not most people would not like such system.

Anyway, crafting should be made a real thing, because the current RNG roulette is also a very, very chap way to sink your orbs. You can literally blow 10 hours of farming in a few seconds, and get nothing useful out of it.
When night falls
She cloaks the world
In impenetrable darkness
Many valid points in this topic, except for one thing that everyone is forgetting:

This game is made in a way that Standard + Standard HC are just supposed to be used to Dump everything else.

The goal of the game is for people to play in ladders and always start fresh every few months.
I'm in an abusive relationship with life. It keeps beating the hell out of me and I'm too cowardly to leave it.

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NCPereira wrote:

The goal of the game is for people to play in ladders and always start fresh every few months.


So every orb above alch has no meaning then

To craft something else you need at least 20 exalts worth of orbs and you are not going to find it in a few month. In a couple of month you will find something like 80 fusings, which is 1120 of fusing short of attempting to craft 6L
Last edited by dima_dunedin#7869 on Jun 12, 2013, 5:23:09 AM
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NCPereira wrote:
Many valid points in this topic, except for one thing that everyone is forgetting:

This game is made in a way that Standard + Standard HC are just supposed to be used to Dump everything else.

The goal of the game is for people to play in ladders and always start fresh every few months.


I was under the impression that the whole point of leagues and custom ladders was that there were multiple ways to play the game that would suit the tastes of multiple kinds of players?
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NCPereira wrote:
Many valid points in this topic, except for one thing that everyone is forgetting:

This game is made in a way that Standard + Standard HC are just supposed to be used to Dump everything else.

The goal of the game is for people to play in ladders and always start fresh every few months.


Yes i really thought that the new leagues would bring some fresh air but it s not the case. As i said, people are already greedy and they only want exalted when they sell something, and the price of exalteds is already rising fast.
Maker of ZeeL's Amplifier.
It is relatively easy to craft the things you Need.

It is much harder to craft the things you Want.

If you are trying to craft the highest and best all the time, you will be disappointed most of the time, but if you are just trying to craft what you need to get by and progress its much easier and reasonably attainable.

The best items will always be hard to get, they have to be. If everybody could just craft up a max link item with great mods easily then they wouldn't be good items anymore, just average.



This would mean everybody could just breeze through the game with no real challenge. If the challenge dies so does interest level. So GGG would have to jack the mobs up to compensate. Then everybody would complain about gear not being strong enough. Then they would need to up the mods on the gear. Go back the start of this paragraph and repeat.



GGG has struck a pretty good balance the way things are now. You can get what you need to progress with a reasonable amount of effort, and there are almost always going to be better items you want, but don't really need.

I think people see the things offered on trade that are awesome and think they should be able to have them, and have them right away. It just doesn't work that way. Nothing does. As I said before, if everybody could get that level of gear easily then it wouldn't be awesome any more, it would be average.
Try to be the person your dog thinks you are.

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