Exalted Orb Decay - A tiny change with potentially very large impact to the economy
" 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
|
![]() |
" 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 |
![]() |
" 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 |
![]() |
.
Make Things For Smile! Last edited by AdzPoE#5624 on May 13, 2015, 10:24:37 PM
|
![]() |