Manually trading with people is great fun!
" There is no "wasted" time, if you gain something out of it - currency or gained experience. And trading doesn't take much time, I don't know from where you got this impression. Have anyone presented a sensible way of how to deal with this situation? No. Just whining, as they are incapable of accepting failed trades or finding a way out of that situation. " There is no "economy simulator" here. It's just that some people have better grasp at economy, and some have at game-play. " Who says that? You? As the game expands boundaries of its genre, people will find something that can be used as an additional income, that doesn't involve overly vile actions, and both parties are satisfied with the outcome. As an example I can give Anarchy rogue achievement. " I wasn't saying that you particularly are childish. " Argument from age fallacy. Age doesn't give any credibility to your argument. " What do you mean by this? Are you suggesting that you can gain more currency just by "flipping", "scamming" than by selling your own loot? "I accept Nujabes as my Savior." Last edited by 1988288#4403 on Sep 5, 2013, 11:53:48 AM
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" He means it's much easier to sell your stuff and buy the gear you need then wait for it to drop or, god forbid, craft it. What else could he mean? It's a well-known 'feature' of modern games, some are ok with it, some aren't. Some say it was introduced to make the transition to buying game stuff with real money less noticeable. If you look at it, it's a pretty insignificant thing buying a much coveted unique with orbs you earned instead of finding it, some claim it's essentially the same thing. However, the leap to buying said unique with real money is heck of a lot shorter if you're used to buying stuff already then the other way around... 'hmm, I really want this, I'll just buy it... shucks, my stash is empty... now what if I spent 5$ on it... it's not much and everybody does it these days... better then spending it on booze and smokes... now where's my credit card'. Well, it's a bit of stretch to me as I'm not really into conspiracy theories but it has sound psychological basis. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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" Exactly. If I loot monster for one hour and next hour I will spam trade chat trying to sell what I looted I probably will get more currency, than just looting monster by two hours (periods of time just for example). Considering genre I'm playing, for me it's abnormal. But what sadden me most, is that I need currency to get access to high level content (read: high level maps). So not matter how I'm skilled at killing monster, I'm unable to play challenging content if I'm not willing to show my trade skills. It's not what I'm expecting from aRPG game. Anticipation slowly dissipates...
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" To fix this, all GGG need to do is offer reasonable currency rewards for the race events. That way, you can earn the currency you need to play high level content, just by playing the game, not having to trade away uniques. Seems easy enough to me to swap the points race prizes for orb prizes. Given an option for the player to choose either if they wish to do it the current way. The better you are at the game, the more currency you earn in the same time period. I appreciate that RNG plays a part in this, but only to a certain extent. |
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" That's the thing, when dealing with RNG-based-drop, that you have to be ready for 0 drops. And it's up to you how to get out of this situation. This isn't your MMORPG game, where you can buy your gear from a vendor up on reaching certain level, or having a high chance of getting gear piece from a dungeon boss. It's just logical in RNG based loot-drop situation to use trading, because that way you can directly influence your gear-progression. What is your suggestion as a fix to this issue? Enhance loot so everyone can get their Shavronne's, Kaom's, etc in a matter of week? Complaining about an issue, without providing any options of what could be done, is just straight out whining. And people will whine about merely everything.. "Why I, who has family and JOB, have to suffer of not getting any loot? As I'm literally unable devote as many time as hard-core gamers, I demand EQUALITY - more loot in studio!". p.s. When you're comparing things, proper word to use is "than" not "then". " Most likely you won't have much of a value in items within just one hour, unless RNGesus is on your side. What is your suggestion for fixing this issue? Just curious to see how flawed it is. " What saddens me is that you want entrance in high-end maps for free. "I accept Nujabes as my Savior." Last edited by 1988288#4403 on Sep 5, 2013, 2:51:40 PM
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Op will start another topic soon, BD&SM are great fun.
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" This is exact example, that something is broken in the very basics of this game. This is so absurd, that I have no words to comment. First RPG ever, in which hero have to pay, to be able to take quest :D What, you are want to take challenges for free? If you want to save virgin from a dragon, pay first! But you know, they say people think differently on the southern hemisphere... :P Anticipation slowly dissipates...
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" The hell I should pay such an absurd amount of currency for running endgame? IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch |
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" Nobody here mentioned MMO itemization before you, dunno what's that got to do with anything. ... What rock have you been hiding under all these months man? Devs are literally being BOMBED with suggestions on a daily basis, most of them admittedly bad but some really good too. You want my suggestions, right? Fine, I got no problems in posting them in one more place, not like it will make a difference anyway. For example, my first suggestion wasn't improving drops but cleaning up mod pools so you have better chance to roll a decent rare. I'm a bit tired of saying this again but RNG doesn't really cut it if you got big mod pools and only a few mods everyone wants: life, es, resists. Who needs light radius, lowered requirements or minor returned damage? Most arpgs out there do have some way of crafting/socketing with predictable or semipredictable results, pretty much the only aprg in last decade or so that offers pure, unadulterated RNG is PoE, and it does it in spades. Next, cleaning up mod pools of hybrid weapons like daggers and staves, they don't need all spell and all physical mods available on wands and straight melee gear, no need for +1 to melee gems for example, rolling either a pure fighter or a caster dagger/staff is a nightmare. (Hybrid gear problem might also be solved with Perfect Black's suggestion for a currency that transfers mods on any item that can roll them naturally, original is destroyed, target item must have same or lower level req). Also, removing chaos resist from tree and gear but removing resist penalty on difficulty too, chaos isn't an element and shouldn't be treated as such, it's an ES counter and it fails that big time. Chaos damage monsters aren't a bigger nor a lesser threat now then in closed beta, the only difference is we have another annoying stat to look for. Availability of 4-link gear should be boosted as that's a bare minimum you need for your main skills. Devs acknowledged that problem some time ago and are supposedly looking into possible solutions. Also made a suggestion about a (mostly) non-degenerative system for crafting links, not making 5 and 6 links any easier to get but less annoying. Making dual stat gems socketable into slots of either color to reduce a bit the level of annoyance when you absolutely must roll off-color slots. Replacing IQ mods on gear with 'more currency drops' and boosting rarity mods a bit, because IQ/IR synergy makes it hard to balance without showering MFers with gear. That way ordinary players can focus only on rarity to get more rare gear as that's what they're after and fulltime farmers/traders can stack both mods to maximize wealth gain. On melee/ranged balance I made a crapload of suggestions I have no room for here. Mostly about changing basic game mechanics and introducing new ones, not 'increase ??? nodes by XXX'. And many more general and specific balance suggestions, on skill gems, currency usage, passive tree, monster ai, low level pvp and so on and so on. ... See, I can't really play as much as I used to before but I sure can drop on forum now and then and offer some ideas and feedback. They come 100% free so I suppose devs don't mind. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Sep 5, 2013, 4:16:43 PM
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wrong button...
Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Sep 5, 2013, 4:18:41 PM
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