Crafting is officially garbage in POE

I have something to sell if one offers good... its in nemesis leaque but can easily transfereed to SC :)

IGN: “_THE__ROCK_”: level 92 melee ranger
>>>> Tougher than any Marauder, no silly walk or spinal injury and has pants <<<<

Other currently retired toons level 83-85 fitting the description above…
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syrioforel escribió:
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ScrotieMcB escribió:
Time and time again I've proposed that the XP penalty be removed from softcore leagues, and replaced with an irreparable durability system. This would mean that each death would remove 1 durability from each piece of gear you're wearing, there would be no way of restoring it, and after a certain amount of deaths it would simply disappear. By adjusting the original durability of gear, this death penalty could be made harsher or weaker, so it's not necessarily true that it would be harsher than the current penalty. It would even make it so many hand-me-downs could be seen as inferior to newly crafted gear (reduced durability versus brand spanking new). Naturally, such an item sink would be weaker than the Hardcore sink, but at least there would be one.
I hadn't seen that durability suggestion, but I think it is awesome.
You are the first person to express that opinion. Ever.
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.
Editado por útlima vez por ScrotieMcB#2697 en 2 dic. 2013 3:23:27
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ScrotieMcB escribió:
You are the first person to express that opinion. Ever.


That's a shame. I think it's clear that a functioning economy requires things to die/degrade so that more things (of all tiers) need to keep being made. In the real world, resources are consumed and things break; that's why you have to keep buying more stuff. HC has items removed from the economy naturally through character death, SC needs an "item death" mechanic too, else things would get stale (like they do).
IGN: SplitEpimorphism
You only have to realize that poe.xyz (or equivalent websites) is the diablo 3 AH. It is a simple truth and once you have come to terms with this, you know things have to change. I RQ due this out of D3 and planned to never get a Blizzard product again. I often see people give up on this game due to the trade aspect. Lured in by the no gold, but craft orbs policy and finding out that died way back in CB. 1 of the 3 biggest selling points PoE had for me (other two being the tree and linking system for skills).

The game once was in a state we hardly were trading at all, did it had to do with the higher orb ratio to gear ratio? Let us see what RoS does and we might be able to learn something from it. I am hoping for a success on the crafting/ trading part as that could be useful material to PoE.

I am also for changes such a Scrotie suggests for standard leagues. I think it would improve that league a lot even though I play HC leagues only. I do however think trade is just as much an issue in HC as it is in SC leagues. You might have different prices and less options, but trade is still the far better way to progress. So the changes suggested might battle some of that inflation, but it won't remedy what trade has become. For that other things need to happen and it is only a work around to make trade more acceptable for standard.

My bad about the y, I knew better but my brain was a little disengaged. The durability idea is good, but you're right that people will shit bricks at losing their legacy koams. However, the eventual loss of legacy items makes their existance much more bearable. Even thought in practice most pre-patch items will exist, making them finite will help the that situation.
Item sinks(whether they be durability or account bound mechanics) aren't the only way to lower market saturation.

If you make rares more specialized(i.e a good chest applies to 20% of players instead of 90%), then GGG could probably make crafting materials drop more often without hurting the economy.
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Novalisk escribió:
Item sinks(whether they be durability or account bound mechanics) aren't the only way to lower market saturation.

If you make rares more specialized(i.e a good chest applies to 20% of players instead of 90%), then GGG could probably make crafting materials drop more often without hurting the economy.


That would slow things down a bit (and probably make trading a good deal more annoying), but you'd still (eventually) end up at the same place.

That said, I'm all up for more item diversity.
IGN: SplitEpimorphism
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Novalisk escribió:
If you make rares more specialized(i.e a good chest applies to 20% of players instead of 90%), then GGG could probably make crafting materials drop more often without hurting the economy.
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ScrotieMcB escribió:
So the supply of items available for trade is dictated by the following:
  • the rate at which people farm items which they can't use
I love item diversity, but what you're talking about would be a trading buff.

Increasing orb drops isn't a crafting buff; feedback loop, remember?

My suggestion basically breaks down like this:
- Reduce gear drop rate = trading nerf = crafting seems better in comparison
- Increase orb drop rate = no impact on trade/craft balance = nothing but an alternate reward as compensation for gear drop rate reduction
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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My suggestion basically breaks down like this:
- Reduce gear drop rate = trading nerf = crafting seems better in comparison
- Increase orb drop rate = no impact on trade/craft balance = nothing but an alternate reward as compensation for gear drop rate reduction


This is a good balance.
IGN: SplitEpimorphism
Well, I shouldn't have said "no impact," because it probably would have one. But "unpredictable impact" would have been accurate.

For example: during Closed Beta, GGG secretly increased the drop rates of orbs, then collected data afterwards. The result was that less crafting occurred. And I don't mean as a percentage; I mean the absolute number of orbs used decreased.

Hard to wrap your head around, isn't it?

That's why I'd prefer methods which reduce the push to trade, not which try to flood the economy with orbs. The latter method has been tried before, and it didn't work. The hope would be that, by adding the "reduced gear drops" part, that the amount of gear available for trade would go down enough to cause a minor shortage, causing players to make more upgrades instead of trying to trade for them.
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.
Editado por útlima vez por ScrotieMcB#2697 en 2 dic. 2013 4:57:04

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