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

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demivion wrote:
if you make crafting viable, multiply that times 15000+++++ players, that's how many uber items will appear on the market within 1 week after the change.


It is a slippery slope because the interactions between players have a compound effect on the economy

step 1) drop rates increase - orb's value decreases
step 2) people craft uber items with their stash pages full of currencies - all items except uber become worthless
step 3) economy crashes as items and orbs flood the economy


just remember what happened in the begining of D3, the AH was so successfull that people gold-botted their way to 100's of millions of gold then blew it all on gear. they bought the best items, flooding the economy with gold. after that only the uberest of items sold on the AH because normal folks couldn't afford the prices and sellers couldn't drop their prices because rich botters could afford to spend the money, but no one was buying the lesser gear (that the normal folks were selling) so the economy ground to a halt.

every game faces inflation, standard league is a good example of that, but it's at least somewhat stable. if GGG increased the orb drop rate they would simultaniously need to make good items harder to get (more RNG in crafting) in order for the player base to consume those extra orb fast enough not to flood the economy with perfect rolled items.

if you want to make any change you have to imagine not only the effect benefiting you, but also 15000++++ other players who are also trying to make a buck.



I really doubt OP was thinking about increasing the drop rate tenfold, more like 2 or 2.5 times at best. Even that would kind of help this situation.
IGN: ScionHasTheNicestAss (SC)
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demivion wrote:

every game faces inflation, standard league is a good example of that, but it's at least somewhat stable. if GGG increased the orb drop rate they would simultaniously need to make good items harder to get (more RNG in crafting) in order for the player base to consume those extra orb fast enough not to flood the economy with perfect rolled items.


Thats true. A better option would be to somehow improve the crafting system, so it would be at least as viable as trading. Make non-godly, leveling gear easier to get through crafting and keep the current rareness and need for trading for top tier gear only.

This way players would progress through content without hitting major walls (and the need to resort to trading) and you would still keep the inflation stable at the top-tier (which is the tier most players aspire to).

Basically, what GGG needs to do is give us a Horadric cube and recipes :)
When night falls
She cloaks the world
In impenetrable darkness
I find it funny that everyone worries about the effect an increased drop rate will have on trading. Trading in this game is absolutely awful!! Why would you care if it makes it harder to trade? The whole thing that is awesome about PoE (in theory) is that the orbs allow you to create your own items or alter your items in hopes of improving them. Isn't that a lot more rewarding than playing 'trading simulator'?

No, increasing drop rate of orbs by 2 or 2.5x is NOT enough. Literally 10x would be fine. I have played since CB, and I have found 3 EX orbs. I have characters lvl 76, 71, and 62 in addition to several 30's and such. If I had found 30 EX, I would actually use them for their intended purpose, and I wouldn't have to wait for an iLvl 79 item to even consider using my currency. If the intent of the currency is to craft your own items through RNG, then it does actually need to increase by a HUGE margin. And it should!!

If the idea of the game is to skip content by trading for better items, it might as well have gold. I actually think EVERY mob should drop a currency item, with most obviously being Scroll fragments or Alch shards. Even making shards of every currency item would be a good idea, and having something drop from every mob.
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visiON123 wrote:

I really doubt OP was thinking about increasing the drop rate tenfold, more like 2 or 2.5 times at best. Even that would kind of help this situation.


Tenfold is not enough.

Drop rate for exalt is like ber rune, but with ber rune you crafted the most powerfull stuff in game, and exalting the item will give you +1 ES or some other crap with probability 95%
When it comes down to it, there's not much lost by increasing drop amounts. Rolling perfect affix numbers is already incredibly difficult, so getting a "perfect" roll is still valuable. Increasing drop rates just means that a bunch of people can start making their own gear with these orbs instead of hoarding them. It does bloat the mid-level item market, but that's not a market that is highly traded in anyway. People have always been more concerned with near-perfectly rolled gear instead of just "decent" gear. Trading doesn't suffer at all.
There is a fairly simple solution. For standard league, gear should should be deleted upon death. For hardcore, gear leaves the league which keeps the high end gear down.

That way, orb drop rates could be raised so people are encouraged to craft, but gear does not pile up in standard. Plus death would have serious consequences.
i would pay real money to test the effect that raised crafting material drop rates have on the game.

imho a few things would change, but i could live with those:

- high level groups would still be map-starved and not currency-starved. they never had a problem affording the currency to roll maps.
- high level solo players could use their own high level maps instead of selling them to afford rolling mid level maps.
- spec-defining uniques would get a little bit cheaper, because more chance orbs are going to be used.
- nothing changes for gems, if you don't raise GCP droprates.

if i'm just stupid or missing something obvious please tell me.
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FarmerTed wrote:
For standard league, gear should should be deleted upon death.


Lets rise taxes from 25% to 52%. Vote for Obama

This is not how you gain popularity
Last edited by dima_dunedin#7869 on Jun 12, 2013, 11:20:27 AM
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AlteraxPoe wrote:
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dima_dunedin wrote:
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AlteraxPoe wrote:

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.


This good balance called "no progress". I don't think a lot of people are going to grind for months just to find one item


If progress isn't possible, how did somebody manage to reach lvl 100?

I have 6 chars, 5 at map level and each and every time I play one I make some progress.


Please stop posting in the thread if all you are going to do is cheerlead. The person that made it to 100 had the combined mapping and trading spoils of an entire group of players funneled into just him making it to 100, and even then he was grinding 14 hrs a day (i think he said.)
Last edited by Powertrip#1893 on Jun 12, 2013, 11:27:56 AM
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demivion wrote:
if you make crafting viable, multiply that times 15000+++++ players, that's how many uber items will appear on the market within 1 week after the change.


It is a slippery slope because the interactions between players have a compound effect on the economy

step 1) drop rates increase - orb's value decreases
step 2) people craft uber items with their stash pages full of currencies - all items except uber become worthless
step 3) economy crashes as items and orbs flood the economy


just remember what happened in the begining of D3, the AH was so successfull that people gold-botted their way to 100's of millions of gold then blew it all on gear. they bought the best items, flooding the economy with gold. after that only the uberest of items sold on the AH because normal folks couldn't afford the prices and sellers couldn't drop their prices because rich botters could afford to spend the money, but no one was buying the lesser gear (that the normal folks were selling) so the economy ground to a halt.

every game faces inflation, standard league is a good example of that, but it's at least somewhat stable. if GGG increased the orb drop rate they would simultaniously need to make good items harder to get (more RNG in crafting) in order for the player base to consume those extra orb fast enough not to flood the economy with perfect rolled items.

if you want to make any change you have to imagine not only the effect benefiting you, but also 15000++++ other players who are also trying to make a buck.


This entire post is what is wrong with the game currently. Where is the gameplay in here ? Where is the skilled play ?

Absent. Economy, inflation, cost..... D3 had REAL MONEY. Concerns over inflation and economy were actual. PoE has fake currency, and the same shit applies ?

Is the gameplay in PoE so anaemic that full max links and actually good gear is just a guaranteed 100 ? Do players have to be cheesed into grinding with rng currency sinks and silly monster damage because the game is so lacking in actual gameplay depth ?
Last edited by Powertrip#1893 on Jun 12, 2013, 11:37:09 AM

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