SOLUTION for the hyperinflated Divine Orb issue and Rarity of Items Issue
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Now, I am not an economist. But my take on this is: There is an infinite supply of exalts. Trial of Chaos makes it so easy to make 2, 3, 5, or even 10 thousand exalts in just a few hours.
More exalts in the market - means divines cost more in exalts. Sure, divines don't get used and stay in circulation, but exalts are (opinion) almost TOO plentiful. |
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" THIS In addition, people will use orbs more often if they get the desired result from it. If people get results, they will stop trading and grinding. And this means a radical change in game difficulty. This will not happen. Crafting will basically never give you what you want without destroying the basics of the game. |
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" uhh, in what wraeclast do you play man ... wtf. lol. POE1 has seen nothin but inflation since the game went release. Shit son... again, lol. GGG - Why you no?
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" 300 O_o .... oh that was a nice time | |
" The supply is limited by player time and knowledge. And, of course, GGG's drop rates. In the case of bots, that is 24/7 and maximum. Average player? Probably 4-8hrs every week and the bare minimum knowledge to get by. Sure, GGG can reduce the drop rates of currencies, but the problem is the bots that do not care about how many of the currencies they get, but how easy they can trade those easily obtained currencies. In other words, the bots can easily flood the exchange with usable currency, thus making inflation bloom. Limit trade and they have reduced affect on the exchange, and thus the real value of the currency. This also applies to the 16hrs a day players. Last edited by Assababud#2808 on Mar 2, 2025, 8:34:15 PM
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the biggest problem in poe1 is complexity of it and how hard it is to enter the game for average person who never played arpg.
I have high confidence poe2 will remain pretty plain untill full release, and keep it simple for a while after release aswell. It is way too plain right now i agree but i just dont think they want multiple meta crafting stuff for a while. You can be calm though, you probably imagine the monitoring power they have over things comparing to you. The data they have, how certain things affects inflation and so on. They probably know exact number that how many divine orbs being used in each day and on what kind of item too. You dont have any of those. So dont bother coming up with something from ur ars. |
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bump...this economy is worse than 2008...I don't know if changing the nature of divs is the right answer, but it sounds right...but in general some way to encourage removing them from the money pool is needed...where is Ludwig von Mises when we need him?? GGG needs to study their Austrian economics
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I've seen many takes and misconceptions about inflation and how the economy works. I'll try and simplify it as much as possible. Inflation isn't a problem, it's a symptom of the underlying "problem" which is drop rates and demand vs supply. Trying to fix the symptom will literally do nothing.
- Some items are expensive due to high demand and low supply. - If only 500 of an item exist and there are 100k players, only the fastest 500 players can ever get that item. This is why things like Rite of Passage, Temporalis, etc. go up in price. Due to the top 500 players farming faster and faster as they gear up. - If you are not a top 500 player you will never get that item, no matter whether divines rain from the sky or not. It's simply a fact because only 500 exist. So inflation doesn't matter. It's the drop rate and demand of things that matter. So what players should actually complain about is drop rates of items if they can't afford something. They will never be able afford the item if it's too rare and they are not a top 500 player. Currency drop rates don't actually matter. Another way to look at this is if they deleted Temple, would you suddenly become a top 500 player? Probably not as the top players will just farm the next best thing. So you will still be complaining about inflation and the inability to afford things. Last edited by SaiyanZ#3112 on Jan 18, 2026, 2:10:52 AM
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" oh yes it is , there are plenty of casual gamer dads playing this game so please... this game can be played casually without any problem. |
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rarity on items is in concept reasonable (trading damage/defense for loot) but in practice really borked as they never seem to be able to fine tune it.
logically +30% rarity should mean for example about 30% more Annulement orbs, not "unlocking" it from 0 drops to once in a while, as is the current experience from what little i understand rarity from items could be easily removed without nerfing anyone by adding scaling 0-150% with character level 0-90, but there'd need to be a solution for the existing modifiers and unique items that doesn't boost everyone's stats since damage/defense/rarity are pretty much the three things to care about. Abyss attempted to introduce niche modifiers, perhaps iterating on that concept can land a solution - each instance of rarity on items replaced with some niche modifier (5% more Lightning damage using Totem skills, 10% this converted to that) with a new chaos style currency to reroll only those modifiers. that's a huge amount of work and a massive gamble though |
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