I don't get this whole "gold" thing.
I mean, I got it in Settlers league, where some strategies didn't bring in any gold. But now? If you're "so far along" that you're trading for these amounts of currencies, you're in a place where earning enough gold is a trifle.
Gold is there so that players actually need to play the game to trade and I don't see a single problem with it. It slows down bots, it slows down hideout warriors and serves its purpose well enough.
Bring me some coffee and I'll bring you a smile.
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Posted byPhrazz#3529on Jul 18, 2025, 1:58:28 PM
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Call me a madman... but when I read this... the only thing that came to mind was...
"It would be cool is 1500 fusing orbs acted like fragments, and stacked into a linking omen or something similar."
Call it a "Master Fusing Orb."
(Links all sockets on the item).
Last edited by Sabranic_SilverDeth#2793 on Jul 18, 2025, 6:34:30 PM
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The biggest drawback of the OP for why GGG is almost unlikely to ever consider improving gold gains is that it would trivialize the point of needing gold to exist in the first place.
Bear in mind that it took years, hell over a decade, to get GGG to finally budge on automated trade that they wrote a manifesto about ages ago. Requiring gold to engage in trade is the closest thing they could think of for a fair compromise, as they want you to engage in the core gameplay loop. They clearly want you to break your back in farming gold to maintain steady trades in the Currency Exchange system, and the more heavily you rely upon it, the harsher they want it to be. To make gold costs lower is to trivialize the gate they put in place.
Would what you're asking for make it easier for high-end near-mirror tier crafters to obtain the currencies needed to mass produce gear? Absolutely. However, this will also devalue gold for everyone else in the game as it's consequently easier for more people to engage in larger trades more often. And that's the problem here, the number of average players outnumber high tier crafters by a staggering degree. They must be accounted for.
PoE players: Our game has a wide diversity of builds.
Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!
And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
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Posted byPizzarugi#6258on Jul 18, 2025, 9:35:20 PM
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The biggest drawback of the OP for why GGG is almost unlikely to ever consider improving gold gains is that it would trivialize the point of needing gold to exist in the first place.
Bear in mind that it took years, hell over a decade, to get GGG to finally budge on automated trade that they wrote a manifesto about ages ago. Requiring gold to engage in trade is the closest thing they could think of for a fair compromise, as they want you to engage in the core gameplay loop. They clearly want you to break your back in farming gold to maintain steady trades in the Currency Exchange system, and the more heavily you rely upon it, the harsher they want it to be. To make gold costs lower is to trivialize the gate they put in place.
Would what you're asking for make it easier for high-end near-mirror tier crafters to obtain the currencies needed to mass produce gear? Absolutely. However, this will also devalue gold for everyone else in the game as it's consequently easier for more people to engage in larger trades more often. And that's the problem here, the number of average players outnumber high tier crafters by a staggering degree. They must be accounted for.
^ This.
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The biggest drawback of the OP for why GGG is almost unlikely to ever consider improving gold gains is that it would trivialize the point of needing gold to exist in the first place.
Bear in mind that it took years, hell over a decade, to get GGG to finally budge on automated trade that they wrote a manifesto about ages ago. Requiring gold to engage in trade is the closest thing they could think of for a fair compromise, as they want you to engage in the core gameplay loop. They clearly want you to break your back in farming gold to maintain steady trades in the Currency Exchange system, and the more heavily you rely upon it, the harsher they want it to be. To make gold costs lower is to trivialize the gate they put in place.
Would what you're asking for make it easier for high-end near-mirror tier crafters to obtain the currencies needed to mass produce gear? Absolutely. However, this will also devalue gold for everyone else in the game as it's consequently easier for more people to engage in larger trades more often. And that's the problem here, the number of average players outnumber high tier crafters by a staggering degree. They must be accounted for.
Once again, I'm not saying to annihilate the gold system. I'm saying it may need tuning. I understand there needs to be burden, what people are missing is the point that the "Burden" could possibly be too high at other levels.
Its not far fetched to think GGG who continually puts out untuned content, may be off on the tuning here. I'm sorry that "Most players" can't see what I can see, but it's fair for those of us that can see it to point out, "Hey, GGG, can you please take a look at this."
EDIT:
Further more we're typically talking ONE (1) DIVINE worth of material here. I'm not showing that I want to buy 400000 fussings or low tier currency to flip. I'm saying could it possibly scale at A REASONABLE LEVEL, because guess what happens when you DO want to buy multiple divines worth of inventory for multiple projects.
Last edited by JediWabbit#3091 on Jul 18, 2025, 11:27:21 PM
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Posted byJediWabbit#3091on Jul 18, 2025, 9:47:27 PM
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Original post updated to provide greater variety of shiny objects to focus on.
Last edited by JediWabbit#3091 on Jul 19, 2025, 12:17:05 AM
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Posted byJediWabbit#3091on Jul 18, 2025, 10:10:13 PM
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"
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The biggest drawback of the OP for why GGG is almost unlikely to ever consider improving gold gains is that it would trivialize the point of needing gold to exist in the first place.
Bear in mind that it took years, hell over a decade, to get GGG to finally budge on automated trade that they wrote a manifesto about ages ago. Requiring gold to engage in trade is the closest thing they could think of for a fair compromise, as they want you to engage in the core gameplay loop. They clearly want you to break your back in farming gold to maintain steady trades in the Currency Exchange system, and the more heavily you rely upon it, the harsher they want it to be. To make gold costs lower is to trivialize the gate they put in place.
Would what you're asking for make it easier for high-end near-mirror tier crafters to obtain the currencies needed to mass produce gear? Absolutely. However, this will also devalue gold for everyone else in the game as it's consequently easier for more people to engage in larger trades more often. And that's the problem here, the number of average players outnumber high tier crafters by a staggering degree. They must be accounted for.
Once again, I'm not saying to annihilate the gold system. I'm saying it may need tuning. I understand there needs to be burden, what people are missing is the point that the "Burden" could possibly be too high at other levels.
Its not far fetched to think GGG who continually puts out untuned content, may be off on the tuning here. I'm sorry that "Most players" can't see what I can see, but it's fair for those of us that can see it to point out, "Hey, GGG, can you please take a look at this."
EDIT:
Further more we're typically talking ONE (1) DIVINE worth of material here. I'm not showing that I want to buy 400000 fussings or low tier currency to flip. I'm saying could it possibly scale at A REASONABLE LEVEL, because guess what happens when you DO want to buy multiple divines worth of inventory for multiple projects.
I wasn't implying you wanted to annihilate the gold system. How do you know the gold cost isn't already tuned to account for players such as yourself, moving significant amounts of currency?
I couldn't begin to know how much gold it costs you to purchase a bunch of what you need for crafting, but if I were to assume you pay 10,000,000 gold on average and GGG tweaked it to cost 10-20% less (9,000,000-8,000,000 gold), that would still have a knock-on effect for the rest of the playerbase that massively outnumber you and people like you to the tune of tens or hundreds of thousands.
GGG is walking a tight rope here for balance as far as the market is concerned. I wouldn't hold it past them to account not only for the vast majority of average players, but also the handful of ultra wealthy crafters.
Just want to make something clear, by the way: In no way am I trying to be a white-knight about this. Goodness knows I've made a ton of criticism aimed at GGG over the years. Can't believe it took them literally this long to implement one of the most requested QoL trading mechanics in the game, and by far the best QoL they've implemented since lockstep and special stash tabs. That all being said, I'm sure GGG has already run the numbers on how to balance the gold costs, especially considering how they hold the player market as tantamount to sacred.
PoE players: Our game has a wide diversity of builds.
Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!
And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley Last edited by Pizzarugi#6258 on Jul 19, 2025, 12:46:55 AM
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Posted byPizzarugi#6258on Jul 19, 2025, 12:38:32 AM
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The biggest drawback of the OP for why GGG is almost unlikely to ever consider improving gold gains is that it would trivialize the point of needing gold to exist in the first place.
Bear in mind that it took years, hell over a decade, to get GGG to finally budge on automated trade that they wrote a manifesto about ages ago. Requiring gold to engage in trade is the closest thing they could think of for a fair compromise, as they want you to engage in the core gameplay loop. They clearly want you to break your back in farming gold to maintain steady trades in the Currency Exchange system, and the more heavily you rely upon it, the harsher they want it to be. To make gold costs lower is to trivialize the gate they put in place.
Would what you're asking for make it easier for high-end near-mirror tier crafters to obtain the currencies needed to mass produce gear? Absolutely. However, this will also devalue gold for everyone else in the game as it's consequently easier for more people to engage in larger trades more often. And that's the problem here, the number of average players outnumber high tier crafters by a staggering degree. They must be accounted for.
Once again, I'm not saying to annihilate the gold system. I'm saying it may need tuning. I understand there needs to be burden, what people are missing is the point that the "Burden" could possibly be too high at other levels.
Its not far fetched to think GGG who continually puts out untuned content, may be off on the tuning here. I'm sorry that "Most players" can't see what I can see, but it's fair for those of us that can see it to point out, "Hey, GGG, can you please take a look at this."
EDIT:
Further more we're typically talking ONE (1) DIVINE worth of material here. I'm not showing that I want to buy 400000 fussings or low tier currency to flip. I'm saying could it possibly scale at A REASONABLE LEVEL, because guess what happens when you DO want to buy multiple divines worth of inventory for multiple projects.
I wasn't implying you wanted to annihilate the gold system. How do you know the gold cost isn't already tuned to account for players such as yourself, moving significant amounts of currency?
I couldn't begin to know how much gold it costs you to purchase a bunch of what you need for crafting, but if I were to assume you pay 10,000,000 gold on average and GGG tweaked it to cost 10-20% less (9,000,000-8,000,000 gold), that would still have a knock-on effect for the rest of the playerbase that massively outnumber you and people like you to the tune of tens or hundreds of thousands.
GGG is walking a tight rope here for balance as far as the market is concerned. I wouldn't hold it past them to account not only for the vast majority of average players, but also the handful of ultra wealthy crafters.
Just want to make something clear, by the way: In no way am I trying to be a white-knight about this. Goodness knows I've made a ton of criticism aimed at GGG over the years. Can't believe it took them literally this long to implement one of the most requested QoL trading mechanics in the game, and by far the best QoL they've implemented since lockstep and special stash tabs. That all being said, I'm sure GGG has already run the numbers on how to balance the gold costs, especially considering how they hold the player market as tantamount to sacred.
That's just the thing isn't it? We don't know if it's tuned perfectly or if it's untuned or if certain groups have it better than others. That's simply why I made a post saying, "Hey GGG this feels like **** at this level". From there, it's up to GGG to come back or not come back and say "it's working as intended", or "yeah, we can take a look at it". But, how would they even know if there is a problem that they haven't tuned for if somebody doesn't speak up?
How many times in live interviews with Ziggy D has a question come up and Mark himself as said, "oh, we didn't think about that" or, "It shouldn't be like that", or "that wasn't intended". "We'll look into it".
Also as I stated before. I'm not presenting a solution, I'm just presenting the feedback. In my experience, with background being in IT and application development, I can tell you that there are hundreds if not thousands of ways if this needs tuned for GGG to take care of it and maybe not affect the lower tiers. They maybe could tune by tiering, and only certain tiers. I'm sure that's a possibility, but again, it's not something I need to delve into as far as what's the solution. I just present the feedback. I also understand that the needs of the many will outweigh the needs of the few. What's failing to hit the mark in this post with other people who've Been attacking this thread is that I'm not a small minority. I am not the 1% top tier crafter. I am a profit crafter who's probably in the medium tier of crafting. I guarantee you there may be a lot more people like me than what is being given credit for.
[Removed by Support]
[Removed by Support] I understand the Qol changes GGG have made we've been waiting for for a decade and I appreciate them, but I also am not one to sit back and just appreciate what could be A 1/2 baked Implementation.
Last edited by Vash_GGG#0000 on Jul 21, 2025, 8:48:06 PM
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Posted byJediWabbit#3091on Jul 19, 2025, 1:17:44 AM
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1k gold is "worth" 1c so all of those prices are completely reasonable. The only thing GGG needs to change is to nerf crop shipping and add UI improvements to Faustus.
I don't think there's too much automated funny business happening on the exchange or you wouldn't be able to buy any scarab 7:1c.
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Posted byDiabloImmoral#7632on Jul 19, 2025, 11:41:53 AM
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1k gold is "worth" 1c so all of those prices are completely reasonable. The only thing GGG needs to change is to nerf crop shipping and add UI improvements to Faustus.
I don't think there's too much automated funny business happening on the exchange or you wouldn't be able to buy any scarab 7:1c.
Help me to understand how you arrived at 1c = 1k gold?
Because as its understood outside of things like RTOAS, Gold carries, and Allflames (which in the current leagues are over 2d ea) currency cannot buy gold, its the whole point of the gold.
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Posted byJediWabbit#3091on Jul 19, 2025, 5:56:23 PM
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