Orb of Fusing and general currency problems

They can't be rare since this would prevent fusing in lower difficulties
Being able to buy something at the NPC and trading them makes something pretty much not rare.

They would have to be about as rare as exalts to guarantee links being fused in one direction
Some interesting points have been brought up (once you look past the mudslining). This thread is already becoming unweildingly large, so I'll attempt to summarize some of the major points (the OP would do well to add something similar to the OP):

* Bulk purchasing ability of currency items from vendors is required
(Everyone agrees the current UI needs this improvement)

* Having an unbroken currency upgrade chain from widsom scroll to exalted orb (and everything inbetween) may be beneficial

* Some propose more (or all) currency orbs should be available from the vendors

* "Should higher value currency drops increase with difficulty?" is debated

* The randomess (RNG) of fusing, jewler, and chromatic orbs is debated

>> Some propose having fusings/chromatics operate on 1 link/socket at a time, and jewelers only add sockets.

>> Adding a "quality" attribute to orbs that gives a better chance for higher link counts, sockets, etc is suggested

* The game has a steep learning curve and most of the valuable information is only available on the forums or through trail and error and careful thought

-------------------------------------------

I'll leave the past arguments for and against to the thread history for now, but collecting them together would be useful. Here are some of my comments which I'll elaborate more on in sections.

* We've been exiled! Given GGG's focus on "hardcore" players, it's not unrealistic (or out of theme) to expect players to do some theorycrafting and be proactive about finding game mechanic info on their own.

Learning curve: new player knowledge gap
The lack of polish with in-game mechanic info is more than likely attributable to GGG's limited resources and something that will be improved over time. They have been focused on finishing core game mechanics like pvp and trade before open beta.

On the other hand, this is a hardcore game and we've been exiled! Dumped on a dog-eat-dog, kill-or-be killed monster infested island and left to fend for ourselves. Some of the knowlege gap may be intentional and part of the theme of the game. GGG has disclosed more details about game mechanics than many devs and the community has gathered tonnes of info, it's all available on the forums and wiki for those that choose to seek it.

Caliban has a great post on pg 3 explaining GGG's focus on the long-term players with his "tourist" analogy:
http://www.pathofexile.com/forum/view-thread/54404/page/3


* Should high end currency drops increase with difficulty?
Let's test it and find out! Create a new league and let's have at it.

Increasing currency with diff
It would be nice, but there are probably economic arguments for the current system and a couple econ classes does not make me an economist. The best items require lots of currency to make, but you also don't need them until end game and you've had lots of time to stock pile orbs. You can run blue maps with decent IIQ for very little currency invested and build up IIR/IIQ on your gear over time as well. I'd argue an increase in high end currency is not required to get to end game. Planning, strategy, and playing smart are required however.


I'm fine with the current random fuse/jeweler/chrom situation as it just becomes part of the gameplay strategy, but here is a possible progressive system:

Progressive fusing system
Total expected number of orbs to craft a given number of sockets/links should remain similar to the current system, but:

* Each orb has a chance to add 1 additional link (socket) up to the maximum for that slot and item level

* The probability of success drops exponentially as the count increases (just like now)

* Failed attempts result in nothing happening except some method of communicating that the attempt to add failed (text or animation or whatever)


I think much of the QQ surrounding the current randomized system comes from a sense of "loss" when a lower count is rolled than before. It's possible end up in a less usable (or unusable) state than it started. A progressive system avoids this, while still being expensive to achieve high counts. The change would be at the expense of super lucky high count rolls and a possible higher orb cost for lower counts.

If the progressive method is too boring, it could be spiced up by adding a chance to lose 1 link on failure at 5L (going down to 4L but not lower). That would still give it some limited risk and QQ factor, without making the item unusable.


IGN: Friar
Knight of Guild Medieval http://www.pathofexile.com/forum/view-thread/545783
Game Mechanics http://www.pathofexile.com/forum/view-thread/11707
Recipe Book http://www.pathofexile.com/forum/view-thread/15223
Quest Reward List http://www.pathofexile.com/forum/view-thread/36776
"
Qarl wrote:
Hi Never_Nou (and others),

Thanks for all your feedback. I have a quick couple of questions.

If we assumed trading for currency in bulk was easier, and there wasn't such an obstacle to chaining through the currency types in your trades, and we assumed you could trade up to Orb of Alchemy (Upgrade to Rare) and Orb of Chance (Upgrade randomly), would that be enough to feel you had enough access to the whole game? -- This would definitely help... I feel this is lacking right now. I understand that you want to keep GCP/Exalts and other high currency items a "hard thing" to reach... but getting Aclhs/Scouring/Chaos from the shop would be pretty cool... would allow for a lot more crafting!

This would mean that adding affixes to Rare items would be something you could only do rarely. - that's fine... that would be worth grinding for

What would you consider the minimum kind of gear you should have after (say) 40 hours of play? - well.. I would assume at this point you have reached end game/maps and finished off Act II at the hardest diff. level. I would tend to say that you would have all yellow(rare) gear maybe with a mix of uniques and blue. Maybe not top of the line gear, but decent. I would expect to have at least 2 items with 4 sockets in them.

How different would you expect the gear of someone who has played 1000 hours to be?
6 socket armour, high hend, with most other items to their max sockets, all yellow/unique, but, at a much higher level. (game content/difficulty would need to follow ;))



As a final note... I understand what the original poster is trying to say... I was a little consufed at first with how orbs worked, and I had to rely on the forums to get all my info, and I did thanks to many useful posts. But, having a bit more info in game would not hurt.

Also, I succesfully got 2 chars over 65, 1 over 50, and a few others around the 40 mark. Many of the low level orbs dropped, and I think that in all the months I played, I have had a total of 4 ~ 5 GCP's drop, 1 or 2 regals, maybe 10 chaos (beeing generous here) probably close to 20~30 fusings... Jewlers and chroms cannot be counted, as I have had hundreds+ of those, and they allowed me to get my fusings. but the lack of easily getting alchs/chaos orbs makes it really hard to wade trought the crafting piece to at least try and get better gear...


hope the devs understand the frustration this can cause, and that some folks are just trying to make the game better!

Just craft your own alchs, chaos, and regals.

Also GCPs are made. 40% quality total of different gems.

EDIT. Theyve also recently increased drop rates of currency items.
Last edited by SL4Y3R#7487 on Oct 31, 2012, 6:30:42 PM
oh I do craft my own... but it's slow going... and I did notice things drop a little more lately.. and that's a good thing.

the problem with games like this is that you always have 2 "groups" of people:
1. people who are more hardcore/can spend hours each day/week on this game
2. people who are more casual/family people who can only spend a smaller amount of time on the game.

It can be very tricky to find a proper balance between this, because you want the casual peeps to be able to have a good experience all while not overpowering the hardcore group... if this game had come out 10 years ago, odds are my feedback would be a whole lot different, I mean, I would play 6 ~ 10 hours a day on D2. But now, as a full fledge working man, etc etc... I can dedicate about 6 ~ 10 hours/week on the game... and that's on a good week.

that being said... I still think It should be possible to get up to alch orbs a little easier by selling stuff... you do amount to a high stack of transmutations / alts once you get past 60~65... but if you tend to run maps, then it's a trade off, do I accumulate for alchs? or keep them to run maps?

true you could use the alchs for maps, but then again, you would balance out how many maps you could run of what quality, at the expense of crafting items...

don't forget that getting alchs, does not garantee good items, you could roll 20+ items and not get anything good...

Trade your rares list with other people.

Than trade rares

Make alchs and regals

Farm

Repeat
It's now Chromatic Orbs which stand out as somewhat useless...
Haven't read this whole thread but I pretty much agree with OP here. Despite my thought that he doesn't completely understand the value of orbs doesn't discredit the main point. The vendor issues should have been addressed long ago and at this state of the game there's no excuse why it hasn't been.

I'd also like to add that if items Had some kind of higher chance to roll mods within their ilvl range, this would actually make orbs like exalteds and chaos alot more useful. What you have now is exalt rolls coming out +12 accuracy and shit like that, no thanks I'd rather save them to buy a godly item. Wasted dozens on lvl65+ gear only to get level 10 mods. That's bull.
Beyeser - 77 Marauder
FuzzyClam - 80 Witch
FishyTaco - 74 Witch
"
FaceLicker wrote:
"
While it may please some hardcore grinding players to have such a bizarre system, for everyone else it just comes across as sloppy, confusing, disappointing and comically bad. Don't you agree?
No, I don't agree. I am absolutely not a grinder and I definitely do not include myself in your baseless 'everyone else' category. In fact, I laughed out loud while reading much of your post. It's quite evident that you have no understanding of the intentional design behind the vendor system. It's quite evident that you have no understanding of the crafting system and which currency is and is not useless. I'd argue that there's really only one truly useless currency in the game right now and it's solely a supply and demand issue. Everything else has it's purpose, and it's use is clearly stated on each currency item.

"
The trader should not 'sell out' after selling one Orb, but should instead have unlimited supply - which they do, one just has to KEEP REOPENING THE DAMN WINDOW. I have no idea why this hasn't been SORTED yet, it seems incredibly obvious.
This is the only thing I agree with you on. It does seem incredibly obvious and it's the most annoying aspect of the whole vendor process.

"
Secondly, is it really worth farming for 128's worth of Orbs of Transmutation (approximately 64 unidentified magic items) simply to purchase an Orb one KNOWS will LIKELY have almost zero impact.
That's for each person to decide on their own. If you really need Fusings that badly, then yes, ultimately it is worth it. If it annoys you that much, then you need to learn how to trade with other players to get what you want or create a build with a lot of IIQ and attempt to get the items or currency yourself.

"
I am not interested in the Recipe system (fun for new items, but tedious for Orbs)
It is intended to be tedious for currency. It's quite evident throughout this entire post that this a concept that eludes you. If you don't like the recipe system, you certainly do not have to use it. Again, create a character with high IIQ and get the items yourself or trade with other players to get what you need.

"
While there is a framework of a good system in place, the current system of currency is, quite frankly, silly, confusing and haphazard.

Act 1 dealers provide one set of currency while Act 2 dealers provide a different set of currency. Lots of unnecessary waypointing here.

Some Orbs form a logical chain to an end destination whereas others are isolated in their own little cul-de-sac of uselessness and others still are simply traded one for one:
Again, this is all intended and a concept which you clearly do not understand.

"
(And what IS it with Orbs of Chance anyway, they are just very badly worded Orbs of Transmutation are they not?)
Orbs of Chance are gambling items, they give a chance, just as the name suggests, to create a magic, rare, or unique item. Orbs of Transmutation are guaranteed to create a magic item just the same as Orbs of Alchemy are guaranteed to create a rare item. Chance currency and guarantee currency serve their purposes and are both an important aspect of crafting.

I'm not saying that currency system or vendor/recipe system can't be improved. I am saying that you seem to have a lot of misconceptions and a general misunderstanding of how the whole crafting/vendor process work.

By the way.. here's my stash from just before the last wipe.

This is from playing on average 2-4 hours per week and without a single character above lvl 40. As you can see Alts are quite plentiful. You can pretty much skip points 1 and 3 in your vendor process. Transmutes and Augmentations are quite plentful too, so if you really had to you could trade them up for fusings as well. But again, if you don't feel that it's useful, then don't do it. The vendor/recipe system is there as an alternate method to obtain certain items. You can easily play the game and get what you want from drops and trading.


that picture and your claimed play time.. is so false its ridiculous.

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