Feedback: RNG rerolling is not crafting, discuss
"I don't know if I'd go so far as saying "there's nothing wrong with the concept," because it does cause problems on occasion. But yes, trading will always be better. Now that I think about it, some of the newer forumers here might not be familiar with the Thrift Shop Law, so I should probably restate something from several months ago. ![]() This is an inviolate economic law. It is immutable. No matter how much we buff orbs, even if we tripled the droprate and doubled the chance for "top tier" orb effects... it would still be cheaper on average to trade for the thing than craft it yourself. Why? It's not rocket science. If you can craft it for an average cost of X, then a price greater than or equal to X simply won't draw customers. If the seller doesn't charge less than X, it'll just sit in the stash. So sellers undercut, and charge less than X. Sometimes you have temporary market blips where something costs less to craft than to trade. Perhaps a certain unique chest is priced low enough unlinked, and high enough 5-linked, to justify buying the unlinked, crafting them up, and flipping them back onto the market. When these things happen, they don't last long. Flippers figure it out, exploit it, then the market corrects itself in response and the opportunity disappears. So any plan, and I mean any plan, which is trying to make orb use more efficient than trading is simply doomed to fail. It can barely work short-term and never works long-term. The only time gambling with orbs tends to pay off is when the market literally can't help you. If you can't trade for an item because no one is selling it, then trading has no comparative price advantage. The creation of better-than-available gear is the only consistently worthwhile application for orbs, and it is where all those orbs you're trading back and forth eventually go (with the exception of those used to roll maps). 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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" I dont know, Ive gotten 2 6L drops in less than 2 years of playing poe while employed full time. also a tabula is cheap as fuck. for the record, Ive never won the lottery. like, ever. " like I've said before, it is inherently so in a game where every item can be bought or sold if you make a 6L affordable in x amount of shards/currency, the end result of economy will increased supply and lowered prices, and in a game where there are no BoA items, there is no real difference between saving up currency for craft and saving up currency to buy exact item you want. craft with fully guaranteed results is basically a glorified vendor recipe. basically buying a ready 6L will always be better. scrotie touches on WHY its the case. Dernière édition par grepman#2451, le 9 mai 2014 à 01:11:46
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" I don't mind grinding. In fact, that's how we traders play the economy game: we grind by slowly and surely increasing our wealth through selling drops and flipping. This message was delivered by GGG defence force. Dernière édition par mazul#2568, le 9 mai 2014 à 06:04:34
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" Trading will always be better from an economic standpoint, sure. In reality, the economic factor is not the only one affecting the decisions of an individual; how high the "intrinsic" value of crafting/self-looting is for the individual, also matters. When the discrepancy in utility between crafting/self-looting versus trading is large, few people find crafting/self-looting to be viable paths in comparison to trading. If the discrepancy is smaller, more people will find crafting/self-looting to be viable paths. This message was delivered by GGG defence force. Dernière édition par mazul#2568, le 9 mai 2014 à 06:16:00
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" 1. Things are always sold at or above cost, never below cost irl. Your entire argument is hilarious since it changes this fact conveniently for your case. You should at least know real economics before you try to apply them to a videogame 2. To further re-iterate the fact that poe is a videogame and not a real economy, see the post where Chris_GGG talks about how they tried the orb drop test (which was a terribly obvious non-study, but whatever) But hey, keep on believing that GGG can't change the economy in their own videogame when they are God here. I mean, we can't just introduce BoP in this game, right? TLDR: no offense but you and the others trying to talk about economics in this videogame have no clue what you're talking about 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 9 mai 2014 à 06:34:24
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" i don't know who you are talking to, but i must have blew your mind. i 1) never compared trading to crafting 2) i only ever compared crafting to crafting 3) i gave an easy example to show you how bullshit the system is 4) it's not hard to understand, but maybe you are more dense than i thought 5) ??? crafting is bullshit in this game. it's too random, and not consistent enough. i know you enjoy the shit crafting system Slayer, and I know you think orbs should be complete and utter useless fucking shit garbage, mainly used to buy/tweak unique items... but not all of us feel this way. some of us think that orbs should be useful beyond tweaking uniques. Dernière édition par Veruski#5480, le 9 mai 2014 à 07:00:21
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I wonder while reading this threat.
Should a character be capable of reaching level 100 without having a 6-link? Do note, a 6-link is a convenience in higher level maps. It does not constitute a "finished build". Because currently there is nothing preventing this from happening. Not even trading. Obviously the chances are small i know. It's just funny to think about this. also i am not defending an "easier" method of gaining a 6-link, my point is that a gambling system could live happily side by side with a non-gambling craft system. People would have to make a choice then. 1) do i gamble 2) do i craft it 3) do i participate in the economy (this will still be cheaper then crafting/gambling but it might not yield the particular item your build requires) At the end of the story, implementing #2 is a number balance game that is not for us to decide but for GGG. And it would have a relative small impact on the game, since a 6-link does not automatically present a "finished build" like some people in here seem to think. A 6-link is a build "concept" enabler, in that it saves passive tree points or makes end-game skill combinations possible. Nothing more and nothing less. And it is in fact a whole lot easier of obtaining a 6-link then obtaining a top-tier BiS rare item. (which is a good thing imo) Freedom is not worth having if it does not include the freedom to make mistakes
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" I wasn't talking to you, but thanks for the post. |
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" But i was! well partially, my message was aimed at you and Scrotie. Since you both seem to fear the day 6-links become more accessible, when in reality they are not the end-game at all. And i am truly curious to where your fear comes from around this issue. Freedom is not worth having if it does not include the freedom to make mistakes
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" I'm actually in favor of a 6L recipe that costs say 1500 fusing. Scrotie is against it. |
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