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 |
![]() |
"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 |
![]() |
" that picture and your claimed play time.. is so false its ridiculous. |
![]() |