Feedback: RNG rerolling is not crafting, discuss
I'm one of those persons who actually yolo currency all day.
In Ambush, I already threw hundreds of alchs on items, I tried to 5-6 link at least 10 items and had success on 5, I rolled several hundreds of chaos orbs on high itemlevel rings and amulets, I Vaal Orb all kinds of Uniques, and I have spent at least 10 Exalts on items, with mixed results. (How I get the currency for this: 50% currency on the ground, 50% selling stuff in a shop thread) There is limited use to do that, and it is definetly weaker than trading, but I actually enjoy the RNG and yolo component. Sometimes you luck out, most times you don't. Luck:
Spoiler
~50 chaos rolled for - is it worth 50 chaos "on the market"? Don't know, but it is a nice amulet I actually use.
~5 Fusing, 1 alch and ~5 chaos orbs: Achemy orbs: Exalted strength: The unlucky part is at least 10 times as high, but you can totally play this game using your currency (as long as you find people giving you currency to roll, you will not have enough) 3.5 build: https://www.pathofexile.com/forum/view-thread/2299519 Dernière édition par Peterlerock#5171, le 9 mai 2014 à 23:33:53
|
![]() |
" See the problem here is you don't understand how cost works. You proclaim yourself as some expert in economy but you simply fail to grasp what cost is. NOBODY SELLS BELOW COST as a standard business practice. This is a fucking fact of life you will have to deal with. If your business is routinely selling below cost you shut down because you aren't profitable. It's literally that fucking simple. Until you grasp this basic concept and what cost actually MEANS, you cannot participate in a logical debate with anyone about economy, ever. And once again, you are wasting everyone's time with your lack of simple, basic understanding, poisoning the otherwise-useful feedback forums with pointless nonsense. Also, if you're going to attempt to debate with my by using one post that says "always" and another that says "routinely" and calling it hypocrisy when every 3 year old idiot under the sun can tell you what I clearly meant in those posts, I don't know that there is much hope for you. It's really, really, abundantly obviously clear that you have some serious issues with actual logic and I'd honestly appreciate it if you just stopped flooding the forums with the irrelevant scrotie posts that never make any sense at all. I'm getting really tired of having to go through each of your posts and explain why you're wrong when any two year old should have no trouble getting it. Ironically, you're the one who brought up wal-mart as an example, and wal mart has been around long enough for anyone to agree they don't sell below cost. my evasion is so high i only insta rip sometimes ----- Bug Fixes: People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it. Dernière édition par Legatus1982#1658, le 10 mai 2014 à 09:20:00
|
![]() |
" Generally, you're right, but not completely. When an item drops, its cost for you is actually less than 1 alteration orb (vendor price). So, selling it for anything above that will make some profit (obviously, most players wont bother selling items for 2 alts, but still..) But when you craft an item, it costs much more for you. So, your statement applies only to items, that are mainly crafted, not found. For example, 6-linked uniques chests. Odds to find a 6-linked unique are almost negligible, yes there are quite a lot of those on market. Why? Because they are in high demand, so players try to craft them (6-L an existing unique). Those, obviously, will not sold under price (unless you found some lucky dumbass). IGN: MortalKombat Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power Dernière édition par MortalKombat3#6961, le 10 mai 2014 à 09:35:31
|
![]() |
Here's the difference. Cost in a video game is different than cost in life. In PoE things have a variable cost. For example, let's say there was a fusing recipe for 100 fusing to 6L. Now, once the market is flooded with items, 6Ls will start to sell for less than 100 fusings + the cost of the item. Why? Because if people don't want the item anymore, and would rather have say 50 fusings for their next item, they'll trade.
They don't incur a loss in the same way a business does. A business cannot operate below cost, a person in a video game can. Because they can spend time playing to make up the difference. |
![]() |
" this argument works for real life economics as well, as long as you value your time at zero. and likewise, it doesn't work for video games at all, if you don't value your time at zero. eg, i could open up a real-world muffin shop, that operates at a loss. during the hours the shop is closed, i could work another job to accumulate money to support my money-losing muffin shop. as long as i value the time working outside of the muffin shop to be worth zero, it's a perfectly valid (by your logic) way to sustain the muffin shop Dernière édition par Veruski#5480, le 10 mai 2014 à 09:49:16
|
![]() |
" Not necessarily. If I actually value my playtime, and truly don't want the item anymore, it makes more sense to sell the item for a loss. If I'm never going to use it again, it would be foolish to hold onto it. This is the entire idea idea behind yard sales. Yes, I'm selling it for a loss, but at least I'm getting something back. |
![]() |
That's true in real life as well.
If you buy something, and no longer use it, it's better to sell it at a loss than it is to let it collect dust unused. That's still a form of minimizing loss. The other guy's CORRECT point was that, if you are constantly running at a % loss relative to your earnings, you will definitely run out of currency and be poor. Not too complex a point. And yes, this is also true for video games, as well as real life. |
![]() |
" That's true. Ultimately, I wholeheartedly agree with the thrift shop rule. If it's used, it's cheaper. |
![]() |
unfortunately the "thrift shop rule" does not apply to ARPG's, not because it's a video game, but because of the nature of what equipment actually is.
equipment in an ARPG, unlike clothing in real life, is capital. from an economic view you could compare it more closely to industrial capital like manufacturing equipment. better gear could be likened to higher productivity, more efficient/faster production capital. if you buy a piece of gear for X, and then use that gear for some amount of time to farm/level, you already extracted value from it, regardless if you sell it at a "loss" or not. it's like buying an oven for $2000, and using it to make 10,000 pizza's before selling the oven for $750. only a very naive person would say the oven was sold at a "loss" also like in real life, due to production bottlenecks, the equipment itself can go up in price. any item used to kill Uber Atziri is worth much more now than it was say, 2 months ago. you could liken this to a commodity going up in price that is made by specialized industrial equipment. the equipment goes up in price because the company that makes the equipment becomes backlogged from the demand, etc. thus say, a special type of industrial equipment could easily go up in value, rather than down, due to the value of what it produces, even if it is a used piece of equipment. Dernière édition par Veruski#5480, le 10 mai 2014 à 10:29:00
|
![]() |
" Yes, in POE items have 0-little cost unless you crafted them. Unless you count time as a cost, items are generated randomly as you kill stuff, which you'd probably be doing anyways. However, scrotie was referring to the real world, and specifically to wal mart. Obviously in POE it's different, but I had to tell scrotie 7 or 8 times now that he's wrong when he's saying businesses routinely sell below cost irl. Optionally, you could consider the cost of items the vendor value as somebody did, in which case the rule applies even in POE and nobody sells below cost. " my evasion is so high i only insta rip sometimes ----- Bug Fixes: People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it. Dernière édition par Legatus1982#1658, le 10 mai 2014 à 10:46:12
|
![]() |