So all the 'whiners' on the forums are...

Very cool idea nithryok, however would people not burn-out faster? Having to rush X characters to lvl 70/80 just for an item?

It would also create a picture where there will be one stable xp run build (most likely in the current scenario, spectral throw) and all other builds would be regarded inferior because it would delay the time you gain "item X".

There would also be a lot of stress associated with re-rolling imo, since it is not the new character you are playing for, but the item you get at the end.

This is my personal opinion, but i do love how you tackled the problem, it's a very "out-there" solution you came up with. And i should mention, almost every proposed solution to this problem will have negative impact's related with it.

The fact is, PoE is barter based, this essentially means the community is it's own worst enemy, and a few rotten apple's can destroy the entire bartering system.

The easiest solution to the current problem would be the following.

Spoiler

Every item that gets sold/bought should have the value of 1 chaos (roughly 20/30 min of farming) no mater what the item is, the community could agree that every items has the value of a chaos.

All old ratio's for currency are kept.

Selling roughly 20+ bad rares would yield you 10 allts, which in turn yields you 1 chaos in trade.
This in turn could be traded for whatever upgrade you desire (permitting you find it, before somebody else buys it.

This in turn transforms the community to a point where an upgrade = 1 chaos away.
This in turn promotes crafting gear, because as long as you have 2 chaos left in the bank, you can continue to try and craft an upgrade. If you fail you buy an upgr, if you don't you keep the 2 chaos.

This is purely a theoretical exercise and is unrealistic in a economy where a few rotten apple's wish nothing more but to dominate the economy and destroy other's people ability to have fun, without milking them dry.
However unlikely, it is however 100% plausible to reach this form of trade system if the entity that is the current community agree's on these simple basic rules.

1. old ratio's are crafted in stone
2. every item in trade is worth 1 chaos (no more intrinsic value)
3. no hoarding mentality (don't forget your desired item is 1 chaos away, hoarding would be considered stupid in this scenario)

The result would be that drop rates don't increase, but they do increase in value compared to the market.
Freedom is not worth having if it does not include the freedom to make mistakes
Nithyrok's post lead me to an idea. What about a vendor recipe of: unique + chaos orb = random unique?
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Drumheller wrote:
Nithyrok's post lead me to an idea. What about a vendor recipe of: unique + chaos orb = random unique?


Tis a interesting idea, would cause havoc on all the markets, but what if, it was a recipe that gave you a random unique based off of ilvl, turn in 3 ilvl 68 unique's and you can roll and unique in the ilvl 68 bracket or above but not below.
Twitch.tv/Nithryok
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Boem wrote:
Also redit is a highly skewed site, the up-voting and down-voting ensure a group mentality singling out the individual opinion/critique. I would rather know the opinion of both heads and tails when i am designing a game for both, instead of a singular skewed opinion of only heads, neglecting tails.

So very true.
I have also found reddit to be very elitist in attitude.
Few valid discussions ever make it there.
Tin foil hats are a lie propagated by the aluminium industry.
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Robert_Paulson wrote:
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Caessa wrote:
Because we've reached endgame content.

It's like we're all following a rainbow and those of us that have reached the end did not find a pot of gold.

Found a pot of silver... maybe bronze.

Indeed.

I found a pot of shit.


A pot of gold at most common volume and current price would be over $1.5 million, and people expect to find an equivalent to that every day/week/month/year? If they did, the price of that gold would quickly drop below the price of excrement (there are companies making billions of dollars processing and selling bodily wastes).

I'm not saying that PoE doesn't need some changes to the way loot is dropped, but if they changed it to what everyone thinks they want, in four or five weeks dedicated players would have all they could ever use and would quit the game by the thousands.

Far too many players utilize zero strategy (they have a build and they have their items so they act like that is all there is to the game). They run about in maps like a cat with its tail on fire and they the blame the game for dying too often or getting lousy drops. If they took a little more time to work together, they could add more MF or even let a player or two with higher MF get the magic/rare/boss kills.

They would die less often.
They would level quicker.
They would end up running higher level maps more often.
They would find the drops are 10 to 20 times better.

Ask yourself (rhetorical you, this isn't aimed at any poster in particular) "How many times have I found so many great drops in maps that I agonized over which ones to leave behind?"

You can get there, but just like climbing Everest, it takes some planning and proper execution. Too many players want an escalator ride to the top.

"The only legitimate use of a computer is to play games." - Eugene Jarvis
PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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Nithryok wrote:
Tis a interesting idea, would cause havoc on all the markets


2 questions:

1. Why should I care if it effects the economy?
2. Why do you care if it effects the economy?

These are legit questions, btw. Everyone keeps throwing up the "don't-hurt-the-precious-economy" defense, but I think most of them have no idea why they're saying it. Solid markets adapt to changes, and everything keeps plugging away. Shit markets are shit anyway, so why not try to change them?

Honestly, the best thing that could happen to this game, imo, is to remove trade completely. Perhaps then GGG could focus on delivering a satisfying loot-based gameplay experience.
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bluefalcon74 wrote:
"
Nithryok wrote:
Tis a interesting idea, would cause havoc on all the markets


2 questions:

1. Why should I care if it effects the economy?
2. Why do you care if it effects the economy?

These are legit questions, btw. Everyone keeps throwing up the "don't-hurt-the-precious-economy" defense, but I think most of them have no idea why they're saying it. Solid markets adapt to changes, and everything keeps plugging away. Shit markets are shit anyway, so why not try to change them?

Honestly, the best thing that could happen to this game, imo, is to remove trade completely. Perhaps then GGG could focus on delivering a satisfying loot-based gameplay experience.


We have been brainwashed into thinking that taking a good idea and making it more complex is somehow better and you're more sophisticated because you can tell your gf that you don't just play games, you play "games with economies".

I'm with you man. I couldn't give a shit less. This economy is built around leagues run by a handful of RMT czars/botters/dupers, and like real economies, 99.99999% of the people are losing in comparison. The ones defending it are under some falsehood that they're winning, because they're carrying the robe trains of the czars. It's a video game, so who gives a shit if I can find loot to build powerful enough chars to clear content with? Who cares if I want all of my friends to come back who quit after 1 too many 12 hour PoE shifts of demoralization?

There is no point trying to reason with some people. No matter how many people leave, they won't budge on their arrogance. This game could just fold up and shut down tomorrow, and the elitist train carriers will only care that they got their way.
I think the word people are looking for is masochism. People put way too much emphasis in what others are doing in these online games these days. You have a select few people who are scared of any meaningful change, even if it is a benefit to the game in general.

I play games for fun. I don't care if Johnny has 4000 exalts and is decked out in all legacy attire. The problem I have with this game is that so much is fixable if the dev's stopped being so hardheaded.

GGG needs to allow the players to be overpowered without the feeling they will be nerfed.


GGG needs to come up with a better endgame than maps. I've seen more condemn for mapping than I see people praising it.

GGG needs to make the game way more rewarding than it is. Diablo 3 lost its playerbase because the drop rates sucked and people felt hopeless in terms of advancing without using the RMAH.

GGG need to solve the constant musical chairs of balance between ranged and melee. You can't have melee weak at one point then completely dominant at next point. You can't have a spell caster dominant at one point and completely weak the next point.


If your game is fun, people will play it, regardless. This whole mentality of "If people get x,y,z too fast will quit" is retarded. People played Mario 1 for years without getting bored. People played D2 for more than a decade without getting bored. These games were fun, if your game is fun, people will play it.

"I'm not going to make an unfun, grindy, unrewarding game. I'm going to make a game where the player gains 500lbs because he or she kept eating the carrot" - Bill Roper, producer of Diablo 2 at a university of game developers in 2006.
Last edited by GolbezFF4#6569 on Jan 13, 2014, 8:50:12 AM
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GolbezFF4 wrote:


"I'm not going to make an unfun, grindy, unrewarding game. I'm going to make a game where the player gains 500lbs because he or she kept eating the carrot" - Bill Roper, producer of Diablo 2 at a university of game developers in 2006.


Excellent quote
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"I'm not going to make an unfun, grindy, unrewarding game. I'm going to make a game where the player gains 500lbs because he or she kept eating the carrot" - Bill Roper, producer of Diablo 2 at a university of game developers in 2006.


QFT Make me fat GGG, i will make you FAT in return.
Freedom is not worth having if it does not include the freedom to make mistakes

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