Orbs Bound to Account - medicine for broken economy

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Fruz schrieb:
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caboom schrieb:
[...]

And everybody will be running in top end gear by the end of the first month of a league, and the league will be dead already.
GG

hurray there is no more inflation ( no more players either, but who cares ) !

( It would also make the first leveling through the game much more boring )



and so the paranoia and exageration biggins...




now tell me where did i said one should be able to create a GG item with a couple alterations and chaos?

it will cost a metric ton of each currency to create a good item, the diference is that it will work like an investment that slowly grows as you sink currency in it instead of a lotery.

olso note this is a separate way of crafting, you can still play lotery style and trhow currency into an item till you are either bankrupt or something good come out.
self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

Zuletzt bearbeitet von caboom#7201 um 11.07.2016, 15:12:29
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Vhlad schrieb:
The D3 item revamp improved that game. It actually feels rewarding to earn items/progression by killing monsters in D3.

But D3 wasn't built with sufficient complexity in combat mechanics, itemization, skills/character development. The overall mechanics are too simple.

If PoE had offline support with mod capability, I'd be playing a vastly improved solo game (since mods are typically solo).

As-is, progression (drop quality, crafting outcomes, enchanting) balanced with trade is creating big problems in the permanent leagues, since population numbers are so low. The permanent leagues feel really unrewarding to play in.


What community made mods can do to games is just amazing. Due to them, playing skyrim vanilla feels utterly pointless and boring. Id even say without mods skyrim is a vast emptiness with very little to do and nowhere to go but sightseeing, by comparison that is. Ive frequently seen community mods that either fixed problems or improved the engine too.

What could become of THIS game, had they made an offline, mod-friendly version would be quite amazing.

Sure there would be people running around with cheating mods that do things like give weapons 100000% more dmg but there would also be people like me expanding the everloving fuck out of my game and even tweaking things against my favor. Act ending bosses taking like 15-20 minutes n all.

And you bet your ass i would mod the traps out of the lab and replace them all with high tier mobs lol. Like 5 unique enemies in one hallway instead of a shitload of spikes

Ahhhhh the dreammm
Hah, I actually like Vanilla Skyrim. Adding a more deterministic way to craft items won't cause the sky to fall, in fact, it already exists. It's called master crafting. Problem is, that it has high expense with low reward -- the only thing master crafting is good at is filling gaps, not crafting entire items. You still need to gamble at least 1-2 mods to make a decent item with it.

That being said I'm all for the return of the good ol' eternal orb, which would make item crafting a bit less of a crapshoot. Course a lot of people don't seem to like that idea for some reason. Just don't like the guys that have stacks like ventor I wager.
How in holy wraeclast would you be able to make a build that requires almost full uniques with that suggestion? Gambling all your alts/regs for Merciless + Hybrid mods and then trading them for multiple high end uniques? Solo self found all of the uniques (could take years to find a specific T1)?

Your suggestion would kill more than half of the builds in the game. Congratulations.
EXP past level 97 is an illusion, exile.
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Miazga schrieb:
My idea is to make all orbs (aka the currency) bound to account - this way people would be more focused on crafting, which is well build into the game, instead of buying all the items they need.


Just HAD to log in because of this.

"crafting" <- There's literally NO SKILL NOR CRAFTING to it what is called crafting here.
What there is, is rich peoples' fun. "Throw shit at it until magic happens". That's it. There's no consistency, there's no skill, there's no predictability - aside the Forsaken Masters' benches.
You just literally take your hard-earned currency.... and drop it on the item. See what happens. Not good enough? Lol, throw another! And another! ad infinitum until RNG, the basis of almost everything in this game, grants you your desired outcome.

That's your iteration of Well Built? Yeah, probably, just like trading is implemented most perfectly into this game.
WTB Lightning coil paying 12 andvarius rings
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
The reason most "high orbs" are used as economy coins, is they absolutely fucking suck as crafting materials.

Take the Exalted Orb. it is insanely rare to drop. I only had about 10 total in years since Open Beta.
one would expect it to be a "super orb" that makes the one item you carefully choose to use it on, godly.

Right?

Well it adds one. fucking. random. affix.
possibly Thorns. possibly +3 life. possibly +100 life. unaffected by puny things like being as rare as the fkn coming of Christ, or the item level of what you use it on.
just one, then poof go farm for 1000 more hours.
so it is currency.

and the rest of them are currency too: Divine, Chaos... heck even Alterations.
don't get me started on Jewelers, Fusings and Chromes. these are the creme de la crap.

the only thing I consider remotely close to "craftable" in this game, is Alchemy.
and just like Exalted, the effect it does can be done in other games' crafting systems for pretty much scrap.

so you can bind items and orbs in games like Grim Dawn which actually have a fkn crafting system.
you can't, in Path Of Exile.



Alva: I'm sweating like a hog in heat
Shadow: That was fun
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caboom schrieb:

now tell me where did i said one should be able to create a GG item with a couple alterations and chaos?

it will cost a metric ton of each currency to create a good item, the diference is that it will work like an investment that slowly grows as you sink currency in it instead of a lotery.

olso note this is a separate way of crafting, you can still play lotery style and trhow currency into an item till you are either bankrupt or something good come out.

If you make it cost way more than the average number of orbs necessary to get the mod you want, then it could work.

But people will QQ that it costs too much then lol.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
what is this economy stuff you cats are on about all the time?
there are some nice ideas here.

I really like the idea caboom suggested.
Of course this would require a lot of polish, like making the cost high enough but not to high to be inaccessible. Also as this would be a huge currency sink, higher currency drop would have to be implemented in the game.
Also on the currency matter, as johnKeys mention, using exiled orbs to get a random affix/suffix is to much of a gamble, comparing to the rarity. Unless your RNG is really good or your name is "Lucky" I would not use a exiled orb, hence why I like caboom idea, cause you would somewhat know the outcome (just not the exact number in the range).

My original idea was to make crafting more attractive that what its already is. As someone pointed out atm it very random, and master crafting is used to fill gaps in already good item.

If crafting could be a currency sink, but with more predictable outcome, one could trade the items they crafted for other stuff. As some pointed out div cards could become new currency or maps. So why not use your crafting skills to get maps r cards you want, for example giving you a desired unique item.

In my opinion there are many things that could be done, with account bound currency, that would improve the game economy over what it is right now
YES I support the game, NO I don't agree with many GGG decisions

Lab still sucks balls.

I miss Zana already.

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