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Sa_Re wrote:
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SlixSC wrote:
One thing this shows (if the data is correct) is that demand stands in no relation to supply.
Which simply makes no sense in a closed economy like this. What exactly is the point in artificially restricting access to crafting materials that people commonly tend to use?
Imo drop rates should reflect the demand to some extent, if for example chaos orbs are used more often than alchemy orbs by a factor of 10 (on average) then it follows that chaos orbs should drop somewhere around 10 times more often than alchemy orbs. (ignoring recipes and so on, for the sake of simplicity)
Why not have drop rates directly based on usage as opposed to some arbitrary drop rate that doesn't reflect... anything?
Or let's go for a more clear-cut example. Why do eternal orbs have such a low drop rate compared to exalted orbs? I don't believe that these drop rates are even remotely based on demand, so what exactly are they based on?
It just seems arbitrary.
Drops are not the only supply source. E.g. most chaos orbs come from the chaos recipe, not from drops. You can't ignore that.
That's why I said "let's ignore that for the sake of simplicity". Don't be so obtuse.
#1 Victim of Murphy's Law.
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Posted bySlixSC#6287on Aug 18, 2014, 1:39:21 PM
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DirkAustin wrote:
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plasticeyes wrote:
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Odoakar wrote:
bots. <censored>.
1 mirror drops in 5000 hours.
run 50 bots for 100 hours = 1 mirror.
sell mirror.
I expect the majority of mirrors out there entered the game through <censored>.
mirrors are incredibly broken. can't wait until they get rid of them.
as for drop rates , wtf ?! why are fuses so rare ? talk about something that's needed even by casual players.
They just gotta make an item a mirror has been used on non-modifiable. That would prevent people from crafting 1 OP item and mirroring it with botted mirrors over and over.
I think none would complain if they just removed the mirrors from the game. It was a novel idea when I first heard about it and I thought it was cool, but now older and wiser, I see it only as a negative thing in the game. It basically begs for RMT, craft one uber item and then sell it countless time, for 200 bucks a pop.
I can only think of one solution to this: Items could only be mirrored once. (like using a Vaal Orb, it would make the original "locked" as well)
What do you mean that the league is not rewarding or fun? You put in 5 useless items in the device and you get 1 useless item... Oh wait!
/Talisman League(2015/2016)
Oh look, Synthesis League(2019) = Talisman League all over again.
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Posted byx_KOR_x#2330on Aug 18, 2014, 1:44:19 PM
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But you can't leave out something "for the sake of simplicity" when the amount of drops are insignificant in comparison.
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Posted bySa_Re#3411on Aug 18, 2014, 1:45:05 PM
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x_KOR_x wrote:
I can only think of one solution to this: Items could only be mirrored once. (like using a Vaal Orb, it would make the original "locked" as well)
I like how you say could. That is correct. But now that hundreds of mirrored items float around everywhere and do not follow the same rules, it's too late.
IGN: Chundaziri
8/8 Ambush/Invasion Complete - 21/06/2014
8/8 Warbands/Tempest Complete - 10/08/2015
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Posted byChundadragon#1131on Aug 18, 2014, 1:46:40 PM
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Chundadragon wrote:
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x_KOR_x wrote:
I can only think of one solution to this: Items could only be mirrored once. (like using a Vaal Orb, it would make the original "locked" as well)
I like how you say could. That is correct. But now that hundreds of mirrored items float around everywhere and do not follow the same rules, it's too late.
Or make sick new game mechanic: Mirrored items require lvl 95 to equip.
That will halt 90% the rmt community as well.
Vorici can shove his fuse up his [removed]
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Posted byEarthslug#3532on Aug 18, 2014, 1:48:56 PM
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That would be a pretty cool adjustment actually, indeed it would solve the RMT problem and actually restrict endgame items to endgame players.
However, I don't think many players would be happy with that xD
IGN: Chundaziri
8/8 Ambush/Invasion Complete - 21/06/2014
8/8 Warbands/Tempest Complete - 10/08/2015
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Posted byChundadragon#1131on Aug 18, 2014, 1:51:21 PM
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Chundadragon wrote:
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x_KOR_x wrote:
I can only think of one solution to this: Items could only be mirrored once. (like using a Vaal Orb, it would make the original "locked" as well)
I like how you say could. That is correct. But now that hundreds of mirrored items float around everywhere and do not follow the same rules, it's too late.
Nothing is too late! If that was GGG mindset then we wouldn't have Legacy items (because they wouldn't have changed items, gems, skill trees, etc).
What do you mean that the league is not rewarding or fun? You put in 5 useless items in the device and you get 1 useless item... Oh wait!
/Talisman League(2015/2016)
Oh look, Synthesis League(2019) = Talisman League all over again.
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Posted byx_KOR_x#2330on Aug 18, 2014, 1:54:18 PM
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Sa_Re wrote:
But you can't leave out something "for the sake of simplicity" when the amount of drops are insignificant in comparison.
Ok then focus on the more clear-cut example. It's trivially easy to point out that eternals aren't nearly worth as much in the actual ingame economy as they should be relative to their drop rates.
Here is what will happen in the next 3 month league. In the past people were under the impression (due to a lack of information) that eternals were only slightly rarer than exalts and this perception made people prize them somewhere around 2.5-3 ex.
But as it turns out eternals are significantly rarer than exalts (by a factor of 50) so theoretically it won't make sense for people to sell their eternals for anything less than 50 exalts in the future.
This is what I mean by drop rates not reflecting demand at all. Now that people know how rare eternals truly are they simply won't have any incentive to sell them for anything that is not relative to their rarity.
Also, it doesn't make any sense for divine orbs to be more rare than exalts, again I have to ask what exactly are these drop rates based on if not demand... magic?
Also, if you really wanted to be clever about this you could just substract whatever the amount of currency generated by recipes is and then substract that from the actual drop rates in order to adjust them based on demand, not rocket science if you have all the information (and GGG surely has that information).
#1 Victim of Murphy's Law. Last edited by SlixSC#6287 on Aug 18, 2014, 2:01:50 PM
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Posted bySlixSC#6287on Aug 18, 2014, 1:55:03 PM
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SlixSC wrote:
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Sa_Re wrote:
But you can't leave out something "for the sake of simplicity" when the amount of drops are insignificant in comparison.
Ok then focus on the more clear-cut example. It's trivially easy to point out that eternals aren't nearly worth as much in the actual ingame economy as they should be relative to their drop rates.
Here is what will happen in the next 3 month league. In the past people were under the impression (due to a lack of information) that eternals were only slightly rarer than exalts and this perception made people prize them somewhere around 2.5-3 ex.
But as it turns out eternals are significantly rarer than exalts (by a factor of 50) so theoretically it won't make sense for people to sell their eternals for anything less than 50 exalts in the future.
This is what I mean by drop rates not reflecting demand at all. Now that people know how rare eternals truly are they simply won't have any incentive to sell them for anything that is not relative to their rarity.
Also, it doesn't make any sense for divine orbs to be more rare than exalts, again I have to ask what exactly are these drop rates based on if not demand... magic?
Divines are rarer than Exalts because with enough of them you could keep re-roling your items until you get perfect rolls... and that is way better than yolo-exalting.
What do you mean that the league is not rewarding or fun? You put in 5 useless items in the device and you get 1 useless item... Oh wait!
/Talisman League(2015/2016)
Oh look, Synthesis League(2019) = Talisman League all over again. Last edited by x_KOR_x#2330 on Aug 18, 2014, 2:00:57 PM
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Posted byx_KOR_x#2330on Aug 18, 2014, 2:00:31 PM
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The chisel number seems way high to me. I find far more alcs than chisels.
When I kill a man he stays dead.
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Posted bymucker#5845on Aug 18, 2014, 2:01:06 PM
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