Curency exchange ratio.
" so it will be divine>mirror inflation then. You just spreading inflation to another currencies. What you suggest - just fixing the symptomps. That's how common economy works in the world. People will just sell items for more currencies or will to on black market. The main issues is quite many - magic drop, poor divine/exalt drop ratio, no crafting system. People just saving their currency to trade not for crafting/juicing. Aurabots allows to get 50+ exalts per map when common players gets only 5-10 with rare divines. Common players have to save up their currency to exchange becuase they can't catch up inflation and they can't forge desired items because essenses costs expensive and you need them bunch of packs becuase gamble system without any crafting. And all of these bumps up currency in the trade. Only possible solution to: 1) delete magic drop from items. It should not exist. Want more currency - juice maps, spend exalts and git gud. It can exist only in SSF leauges. 2)make crafting system with stable attributes where people have to spend their orbs. Not like "ill put 3 trash items to make another yet trash item". It can be used with expedition stuff, so it will make expedition content more interesting. Like i put my item to expedition guy and he will roll desired prefix for me for bunch of currencies. 3) Essenses per 3-4 divines and omens for 27 is insanity. Drop rate must be more common than now. It will push people to use them, spend orbs so less orbs will be in the game > better ratio on market. 4) Divine drop should be more consistent without any magic drop. Even for now with 120-150 rarity drop you will get few per 30 maps. Only after fix ALL of these we will get good economy system in the game. Dernière édition par ShaDarkLord#6528, le 12 mars 2025 05:16:25
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GGG i am waiting for your msg
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up
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Trade should be removed from this game....its ruin everything.
But then GGG must change this bad crafting idea (this is really the worst one what I saw in ARPG games) |
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