Exalted Orb Decay - A tiny change with potentially very large impact to the economy

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Nurvus wrote:
Ghudda, you know that by forcing people to use them, it actually makes them more valuable?

Because what was once sought-after and available, suddenly becomes sought-after and ephemeral.
From the perspective of someone who wants to buy (trade) an Exalted Orb, not only must you find someone selling them, you must be lucky enough to find someone with them unexpired.

You kinda shot both your feet with your idea.

Otherwise I agree with your overall thinking.
Perhaps separating certain Orbs into multiple "qualities" would be good.

This could go for Exalted, Jeweler's and Fusing, at least.
You'd have:
Minor Exalted Orb - More common than Lesser Exalted Orb, but lower iLvl on the properties.
Lesser Exalted Orb - More common than Exalted Orb, but lower iLvl on the properties.
Exalted Orb - Does what it does now.

Minor Jeweler's Orb - More common than a Lesser Jeweler's Orb, upgrades a 1-slot to a 2-slot.
Lesser Jeweler's Orb - More common than a Jeweler's Orb, upgrades a 2-slot to a 3-slot.
Jeweler's Orb - Does what it does now.
Greater Jeweler's Orb - Rarer than a Jeweler's Orb. Never downgrades.

Minor Orb of Fusing - More common than a Lesser Orb of Fusing, upgrades a 1L to a 2L.
Lesser Orb of Fusing - More common than an Orb of Fusing, upgrades a 2L to a 3L.
Orb of Fusing - Does what it does now.
Greater Orb of Fusing - Rarer than an Orb of Fusing. Never downgrades.


I have not had the chance to read all the posts in this thread yet, but the above idea strikes me as the most interesting and exciting. Additionally, I would remove eternal orbs from the game and just make Greater Exalted and Greater Regal Orbs have the undo function of eternal orbs.

I REALLY like the idea of currency qualities! You could even add a rarer orb that upgrades the quality of another orb!
Identifying items on the ground: https://www.pathofexile.com/forum/view-thread/1562689
Talismans as quest rewards: https://www.pathofexile.com/forum/view-thread/1690768
Last edited by Brigs#4164 on Jun 28, 2013, 6:33:38 PM
decay on currency is a really bad idea. If at some point ggg wanted to decrease the price of a orb, they can only do 2 things, increase the drop rate of the orb or make a recipe for it, the result is that the mentioned orb will become more common and cuz of that more cheap.
IGN: kjksdajk
its fine as it is - inflation is normal in every economy ... exalted orbs will always be stable since they cannot be crafted and thats a good thing ... makes also a stable balance between uniques - exalted
ign: ALLRAUDER
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tmaciak wrote:
One simple, easy solution for GGG. Fix exchange rates. Add possibility to buy all orbs (maybe except Mirror) at vendor at some rate, can be even high, but fixed. Nobody will buy higher. End of problems.

But they probably never do it, as they are idealistic dreamers and would like people to barter item for item.

So they will be fighting with RMT endlessly and unsuccessful till the end of days of this game...

EDIT:

One simple, easy solution for GGG. Fix exchange rates. Add possibility to buy all orbs (maybe except Mirror) at vendor at some rate, can be even high, but fixed. Nobody will buy higher. End of problems.


I have already suggested something like this Make Separate Trade Tab for Orbs to Scale with Supply & Demand for In-Game Price Checking in thorough detail and agree GGG should make it to where Orbs are purchasable at vendors for a set rate, BUT, players wouldn't buy for what the Vendor sells at. Instead, the vendor would be used as a price check kind of system so players can have an idea on the exchange rates and bargain with one another.
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism
does not mean to call it a day and make a foolish misplaced assumption that it is perfect.
(me)
Last edited by HeavyMetalGear#2712 on Jun 29, 2013, 12:18:27 PM
How about changing all item suffix/prefix modifying currency items to have a level effectiveness range. (This would exclude %quality modifiers, link/socket modifiers, and likely orbs of chance.)

So you'd have like four stages, where the first stage can only be used for a certain set of item levels. Say 1-30 for the first stage. These could only be used on item levels 1-25, and because of that, the idea is that they could drop much more frequently, allowing a typical player to craft much more of their own items.

Second stage could be 1-45, and 1-55 for the third. The final would be for all items, but better to be used on items greater than 55 since lower stages could be used on the rest. Heck, you could even make it so only the final stages can be traded. It wouldn't need a vendor recipe to upgrade them either, and it would likely make trading obsolete for levels 1-55.

This being implemented with an increased drop rate for the lower level crafting stages, would likely cause an increase in price at first, but eventually I'd expect prices to go down as people became more used to crafting on their own, rather than always trading.
Shmo's Suggestions; Dozen Skills!
http://www.pathofexile.com/forum/view-thread/402487
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wdmshmo wrote:
How about changing all item suffix/prefix modifying currency items to have a level effectiveness range. (This would exclude %quality modifiers, link/socket modifiers, and likely orbs of chance.)

So you'd have like four stages, where the first stage can only be used for a certain set of item levels. Say 1-30 for the first stage. These could only be used on item levels 1-25, and because of that, the idea is that they could drop much more frequently, allowing a typical player to craft much more of their own items.

Second stage could be 1-45, and 1-55 for the third. The final would be for all items, but better to be used on items greater than 55 since lower stages could be used on the rest. Heck, you could even make it so only the final stages can be traded. It wouldn't need a vendor recipe to upgrade them either, and it would likely make trading obsolete for levels 1-55.

This being implemented with an increased drop rate for the lower level crafting stages, would likely cause an increase in price at first, but eventually I'd expect prices to go down as people became more used to crafting on their own, rather than always trading.


Yes! Orb quality would make crafting a part of early game instead of having to hoard til end-game! No one trades sub-lvl55 items anyways expect for a few select uniques.
Identifying items on the ground: https://www.pathofexile.com/forum/view-thread/1562689
Talismans as quest rewards: https://www.pathofexile.com/forum/view-thread/1690768
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Make Things For Smile!
Last edited by AdzPoE#5624 on May 13, 2015, 10:24:37 PM

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