While RMT/Botting is the trend, lets share our magical solution and vote on them

Is titties #1 already? The goal of the poll is SFL.



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While it might be easy to criticize the reality is there will always be cheaters. A realistic solution has to account for this fact somehow.

It might be true but the question is how many are acceptable.

PoE got far too many RMTers and Cheaters.

In terms of cheating Blizzard did the right thing.
In terms of RMT they didn't.

RMT will always be killed if it isn't profitable for the companies and players.

Imagine PoE had no Eternals and Mirrors but craft currency would be more common.
Players would trade items vs items like the oldest ARPGs did where crafting didn't really exist or it wasn't the way to get the best items.
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CharanJaydemyr wrote:
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ScrotieMcB wrote:
In the world destroyerofkids sees - you are stalking elk through the damp canyon forests around the ruins of Rockefeller Center. You'll wear leather clothes that will last you the rest of your life. You'll climb the wrist-thick kudzu vines that wrap the Sears Tower. And when you look down, you'll see tiny figures pounding corn, laying strips of venison on the empty car pool lane of some abandoned superhighway.

But destroyer, you're forgetting one crucial thing: as smart as Tyler Durden imagines himself to be, at the end of the day he doesn't know Jack.


You forgot the bit where we eat all the children.


Dont read if easily disturbed.

Spoiler
To be fair, children ARE the most tender and the tastiest.

The only problem is their bones are still soft which can pose a problem during the butchering process since we typically try to break the bones at the joints before severing limbs, so as not to dull our knives. Soft bones flex too much.
Last edited by thedestroyerofkids#0554 on Feb 25, 2014, 9:54:06 PM
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Hilbert wrote:
Is titties #1 already? The goal of the poll is SFL.



"
While it might be easy to criticize the reality is there will always be cheaters. A realistic solution has to account for this fact somehow.

It might be true but the question is how many are acceptable.

PoE got far too many RMTers and Cheaters.

In terms of cheating Blizzard did the right thing.
In terms of RMT they didn't.

RMT will always be killed if it isn't profitable for the companies and players.

Imagine PoE had no Eternals and Mirrors but craft currency would be more common.
Players would trade items vs items like the oldest ARPGs did where crafting didn't really exist or it wasn't the way to get the best items.


Keep both but limit the number of times an item can be mirrored to once with an ever increasing risk of breakage after the first mirroing. there is no reason someone should be able to monopolize a base single item by charging 60 exalts to dupe to 30+ times.

Eternals and mirrors completely bypass by the rng of the game and provide an easy outlet for cheaters to get bis without any sort of risk or in game time commitment.

IGN: Arlianth
Check out my LA build: 1782214
^ I could get behind this solution.

It would also create a sink for the BiS rares we have floating around here. Another thing to add to that would be that since its a mirrored copy, when the original breaks so do all the copies in existence, because when you break a mirror you also break the image being reflected.
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Hilbert wrote:
Is titties #1 already? The goal of the poll is SFL.
Because a good poll isn't about measuring public opinion, but shaping it. Amirite?
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 Feb 25, 2014, 10:15:21 PM
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ScrotieMcB wrote:
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Hilbert wrote:
Is titties #1 already? The goal of the poll is SFL.
Because a good poll isn't about measuring public opinion, but shaping it. Amirite?


I think it worked, my opinion of titties is higher now... lol
I suggested that all the currency decays while the drop rates would be heavily increased so there would be an upper limit to rich players.


But most currency breaking over time would be hilarious.


"Offer mirror service"
"Here 10 exalteds expiring tommorow take it or leave it"

This way players can't make much profit or hoard currency and item vs item would be more interesting again.

Also this would break RMT company mules, they would be forced to sell breaking currency and they can't make much profit with it and each GGG could easily find items like "mirror breaking in 1h"

But I agree breaking the item itself would also be a good concept, so why not both.

I actually hate filled stash pages and I never had much currency to use.
Then I would also like to see uniques being possible to be mirrored.

Actually a thing I liked in the TES games. Incredients were always encumbured me so I started brewing potions and if they failed I could walk at normal speed again.
Especially the 1-2 LBS incredients without much use(2 good ones 1 is rare and 2 bad ones) were annoying.

1. PoE was supposed to have Barter Economy: item vs item

What we have is item vs currency. Not different from AH expect for being damn so inconvenient to buy/sell.

2. Orb drop rates has to be low to balance the amount of orbs enter the economy -> lower drop rates on *craft orbs*

3. Wealth is measured by orbs as well. Orbs are farmed poorly, but gained easier by flipping -> reward fail for actually playing game

1 + 2 + 3 = make orbs no-trade with higher drops

so these above points turn into:

1. PoE DOES have Barter Economy: item vs item

2. *Craft orb* rates are not pathetic for people who play the game by killing monsters. Everyone gets a shot at crafting in line with how much they play the game killing stuff.

3. Wealth is measured by the items you have. #2 already opened crafting venue for that. #1 makes it harder to profit flipping. Playing the game becomes on par or better than flipping hopefully.

But best solution is on the way. Just we have to wait a bit
Spoiler
GRIM DAWN

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symban wrote:
1. PoE was supposed to have Barter Economy: item vs item

What we have is item vs currency. Not different from AH expect for being damn so inconvenient to buy/sell.

2. Orb drop rates has to be low to balance the amount of orbs enter the economy -> lower drop rates on *craft orbs*

3. Wealth is measured by orbs as well. Orbs are farmed poorly, but gained easier by flipping -> reward fail for actually playing game

1 + 2 + 3 = make orbs no-trade with higher drops

so these above points turn into:

1. PoE DOES have Barter Economy: item vs item

2. *Craft orb* rates are not pathetic for people who play the game by killing monsters. Everyone gets a shot at crafting in line with how much they play the game killing stuff.

3. Wealth is measured by the items you have. #2 already opened crafting venue for that. #1 makes it harder to profit flipping. Playing the game becomes on par or better than flipping hopefully.
You forgot one, and it's actually pretty darn important: low-level characters under your scheme have absolutely nothing to offer high-level characters. Nothing.

This fundamentally destroys one of the fundamental benefits of trade: the availability of a large supply of usable gear to players who are behind the curve. With a mass supply comes low prices, enabling players who are behind to catch up. This adds some level of egalitarianism to the game, and is one of the key motives (in my mind, anyway) for including trade in the first place.

Under your system, it would be a clusterfuck of misguided attempts to trade with very little market (since virtually no one above you or below you would want to trade), and much, much more frustrating than currently.

This shows that your premise #1 is fundamentally flawed. Yes, PoE is supposed to have a barter economy in the sense of an item with an actual use, for an item with an actual use. But it's also important to have an item type which low-level players can find but which high-level actually desire. However you design your itemization, that item is going to be labeled as "currency," and used as such.

The problem with currency in PoE, in my opinion, is that orbs are so much more useful for high-level players than low-level ones. The difference does not need to be so drastic to have the desired effect.
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.
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ScrotieMcB wrote:
You forgot one, and it's actually pretty darn important: low-level characters under your scheme have absolutely nothing to offer high-level characters. Nothing.


Where you see a problem I see none. Why should low lvl players should be able to offer something to high lvl players? This only benefit botters, who farm orbs to sell.

Barter based economy of course demands to trade with peers. Therefore lvling uniques dropping at relevant content would solve the problem. If all players dropped items relevant to their lvl, noone would ever complain about bad drops; as low lvls get their lvling gear themselves, and high lvls dont get junk.

I see no problems at all.

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