A possible fix for currency inflation.
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As things stand currency inflation prices some things completely out of reach for joe average gamer.
When a Div is 1k+ Exalts no average player can afford to use them for their intended purpose of improving gear. If this does not describe you then please move along your snide comments are not required. So, now that we have the real time trading system as well as the currency exchange I believe that leveraging them can at least largely put the brakes on inflation. You do this by locking the currency exchange so that it does not act as an Auction/stock market for currencies. Instead you pre-set the ratio of each currency on the exchange to match the targeted average drop rate of that currency. If one Div is supposed to drop for every 1000 Exalts then that is the ratio but if its more like 1 in 100 then that is where you set it. At the same time you dump all the non crafting items like breach splinters off the currency exchange and leave them to be sold through trade. It would avoid people doing currency manipulation, eliminate the need for a specific currency "sink" for each currency, and greatly reduce the complexity of the currency exchange itself on the back end. Dernier bump le 23 oct. 2025 à 04:41:20
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make crafting mats less rare would be much easier with less impact and huge improvement for everyone.
They are way too rare and since we now have a decent crafting system it would be very good to also have access to them. Mirrors, locks, and maybe divines and perfect orbs too can stay where they are at the moment but increasing crafting mats drop rate would overall improve the experience for everyone. If i can craft decent stuff on my own i dont need to buy every single piece of gears, i could use exchange to get those mats i need and since they will be more common they will cost less. Prices are crazy, hundreds of divines for a single weapon when you need 15 divines or less to craft it on your own but you cant because the lack/crazy cost of crafting materials. Dernière édition par IILU81II#8410, le 23 oct. 2025 à 04:23:05
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I've seen some bad suggestions but this one probably takes the trophy
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" I agree that making materials more common with fix part of the issue. At the very least as you're saying it would make crafting much more accessible because now and specially since 0.3.1 crafting is simply too costly - good bases + mats are insanely costly and I can't understand why... I keep saying the same thing and thinking to myself what is the reason for this insanity in a seasonal game... If you don't blast at season start, you're basically screwed so what's the point? I've farmed 50 div for the past 2 weeks (I don't have too much time to play and RnG has not been on my side), which in my mind is good, but now I can't buy the piece I want cause it got even more expensive... I guess I'll give crafting a chance now, as it should be possible, but still, the point stands - things are simply too expensive and I can't imagine or justify players staying for this long in a 4 months league... |
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