How the Economy Actually Works
"I actually made an entire thread recently on that topic. I disagree with you strongly; if anything, it's the ability to plan out every last detail of what's going to happen, and when, that cannot be allowed to run wild, and therefore must be checked. With RNG. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jul 11, 2013, 9:36:18 AM
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One issue I see in the game is that the range between second best and best gear is to wide.
To buy something for example 10exalted or craft one piece with "right" stats, high value of stats, sockets and links... ...That takes forever to achieve. Only way if you not play 24/7 for a very long time is to have extreme luck with farming. Maybe by using a bot or multi-boxing, I don't know... Is it only the no-lifers that should afford end game gear? IMO this should be changed somehow. Easier fusing and exalted vendor recipe maybe. Increased drop rate of currency. But make it harder to reach last 2 levels on gems so the no-lifers has something to show of. Maybe add ONE charm slot that has very small drop chanses and is account bound IGN: Hydralin
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" This is always going to be true if you define end game gear to be the best of the best rather than what is needed to play the game at high levels. Devoted players, what you call no-lifers, are always going to have better gear than you. Changing the dynamics as to how they get there isn't going to change anything regarding relative strengths. |
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" I understand your point but I don't fully agree. I believe that if you want people playing your game for a long time you need them to have fun. ARPG is mostly about get better gear so let us do that. But find another way of rewarding the ones that plays most. Those should of course be stronger than the large average player base. IGN: Hydralin
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currently the best way to get best gear is to trade
you can get to end game gear without even finishing normal. few lucky drops to start and trade away - even the good lvling gear sells for a lot trading in most cases (or this being not-singleplayer games) devaluated the very playing aspect of playing arpg game. it reached extreme proportions with d3 - but poe isnt lagging far behind |
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" An understandable perspective but almost entirely false. People tend to stop playing a game when they acquire the best items. The things people are complaining about itt is actually what makes ARPG's popular. |
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Asking them to "let us" get good items is silly... the game already does that. Play the game and you'll get good items. The problem you're having is that you've restricted what you consider "good" to the point where you're unlikely to ever find it.
There's nothing they can do to the game to change that, because it's you who make that definition. They could make the game drop uniques 100x their present rate, and give all rares 6 mods from the highest tier available and you'd still only value the items that were of the same rarity that you currently do. You set the bar... not the game. You define what you're going to call "good". Change the game to suit that, and you're just going to change your definition to match. |
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" Well said. I consider armor with 80+ HP and two resists 'good'. It's not too hard to get such armor and it will serve you perfectly well in maps. But if you only consider armor with 100+ HP and three resists over 40% "good", then you're going to have trouble finding happiness. Last edited by aimlessgun#1443 on Jul 11, 2013, 4:58:32 PM
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I think there's a lot of confusion in this thread because people are talking about different economies. Some are talking about Onslaught, some Hardcore, some Standard (who cares what Standard economy is like anyway?).
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" I don't know maybe the vast majority of people that play standard..... |
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