Wednesday, April 18, 2012

Blizzard's Major Miscalculation - Item inflation/economy - Page 4

Quote:








And that's a bad thing if done slowly enough? Again, Blizzard doesn't need to obliterate inflation. They just need to slow it down until they can come up with a good solution to everyone walking around in epics.

I am greatly in favor of something similar to Uber Diablo - incentive to sacrifice the strongest/most sought after items for a once in a life time opportunity to gain some very special, awesome, never will appear again item.




If there will be mats going just from the unique items (especially for enchanting) ..no matter how smart you are...someone will just have to salvage these items. It will balance itself.. because when people will ignore salvaging uniques, unique crafting material will be so expansive that suddenly everyone will be doing that..until prices will stabilize.|||Quote:








If there will be mats going just from the unique items (especially for enchanting) ..no matter how smart you are...someone will just have to salvage these items. It will balance itself.. because when people will ignore salvaging uniques, unique crafting material will be so expansive that suddenly everyone will be doing that..until prices will stabilize.




That doesn't change the fact that no one is going to salvage a GOOD unique item. They will likely target uniques that have crappy stats (about half of the uniques in D2 are crappy). In other words, Windforce aint getting Salvaged, ever.|||Quote:








That doesn't change the fact that no one is going to salvage a GOOD unique item. They will likely target uniques that have crappy stats (about half of the uniques in D2 are crappy). In other words, Windforce aint getting Salvaged, ever.




You don't know...we don't know..yea..there is probability that these super rare uniques will be salvaged VERY rarely (if these will provide tons of crafting material) ..but the super rarity is fixing it by itself. These items wont flood market in any possible way..and there will be always more characters looking for that item than it will be in AH. So don't see any miscalculation.|||Quote:








That doesn't change the fact that no one is going to salvage a GOOD unique item. They will likely target uniques that have crappy stats (about half of the uniques in D2 are crappy). In other words, Windforce aint getting Salvaged, ever.




Unless, of course, if there are unique crafting materials that only come from specific legendary items. Not sure if they're designing that in, but it'd be interesting. For example, some amazing crafted item might call for Windforce's bow string or the pommel from Azurewrath.|||Quote:




2) IF the crafted item is guaranteed to be better than your item that you need to salvage, than it DOESN'T SOLVE ANYTHING, because you have "swapped" one item for an even better item, which IS INFLATION.




No. That is not inflation.

THIS is inflation:


Quote:




In economics, inflation is a rise in the general level of prices of goods and services in an economy over a period of time.




As we are talking about economics, this is exactly what it means. Now, your logic is entirely flawed BECAUSE of this. Now, let is assume that whatever you're making cannot be found anywhere else except from an artisan - that is to say, the mods are so compelling that it is in your best interest to use your Artisan.

Then let's say that it takes many materials that can only be harvested from some of the OTHER best items in the game. Well... to get that one better item to outfit your character, the game has successfully destroyed a number of other super-rares in the process.


Quote:




So why would you scrap up the AWESOME item, instead of scrapping the ****ty item? The vast majority of rare items will have random useless stats, so why would you use the awesome item as scrap material?




We're not talking about the salvaging of crappy items to get the rare materials you need. If there are items that you can ONLY get as materials from legendaries, then you have a compelling reason to scrap them. You can have many reasons why you'd scrap one of the best items in the game - especially if they are of the sort that you'd never use yourself because they don't fit your characters or what you want.


Quote:




That doesn't change the fact that no one is going to salvage a GOOD unique item. They will likely target uniques that have crappy stats (about half of the uniques in D2 are crappy). In other words, Windforce aint getting Salvaged, ever.




This isn't a compelling stance either because, let's say you farmed out a legendary that has a .01% chance to drop. This legendary already has stats that blow other weapons out of the water - regardless of the variation. But, oh, you can only get X material from it, and are thus posed with a conundrum. Either A) use it B) Bank it C) sell it D) salvage it.

If the benefits of D outweigh the former based on the relative upgrade it would be put towards, then the user has no real reason not to. In fact, it may not be a 100% chance to even get X material, so you go for the gamble to get the upgrade.

Gambling is addictive. I guarantee you this will serve as a compelling way to remove items from the game.

**NOTE: Just because an item is worthless to you because the stats are bad on a legendary, there are still many others that may consider that a grand upgrade and would take it regardless of stat distribution. Worth is relative, so your assumption that it "won't work" puts a lot of faith in the human condition.|||So is your issue of concern that, for example, the market will be flooded with Windforces?

I mean if a person has a Windforce and lets say its ilvl 57 and he also has another ilvl 57 item that has crappy stats or he doesnt need the item so he salvages it over the Windforce, wouldnt this still be the system working as designed in that it pulled an ilvl 57 item out of the economy?|||Quote:








No. That is not inflation.

THIS is inflation:



As we are talking about economics, this is exactly what it means. Now, your logic is entirely flawed BECAUSE of this. Now, let is assume that whatever you're making cannot be found anywhere else except from an artisan - that is to say, the mods are so compelling that it is in your best interest to use your Artisan.

Then let's say that it takes many materials that can only be harvested from some of the OTHER best items in the game. Well... to get that one better item to outfit your character, the game has successfully destroyed a number of other super-rares in the process.




Lol are you seriously splitting hairs on the definition of inflation? I'm obviously using the term in the context of a Diablo game rather than real-world economics. The concept is largely the same.

With that said, you do have a point in that a certain crafted item has good static stats, with the potential of being amazing. However, you don't address the issue about which items you would salvage to get the required materials. As per my examples, it is nearly impossible for the game to differentiate what random stats go well together. It is far more likely that it will be based solely on ilvl, item quality type, and/or "average affix levels". etc.

This means that people won't be salvaging good items, but rather crappy high-level items (aka the majority of items). This doesn't solve the problem of having all these awesome items never leaving the economy.


Quote:




Unless, of course, if there are unique crafting materials that only come from specific legendary items. Not sure if they're designing that in, but it'd be interesting. For example, some amazing crafted item might call for Windforce's bow string or the pommel from Azurewrath.




Finally, a good comment!

This is possible, but again the return on the crafted item must be BETTER than the unique it is using mats from, otherwise you wouldn't sacrifice a better item for a worse item.

It comes back to my point about transforming one item to another, which doesn't reduce the amount of good items in the economy.|||Quote:








Lol are you seriously splitting hairs on the definition of inflation? I'm obviously using the term in the context of a Diablo game rather than real-world economics. The concept is largely the same.

With that said, you do have a point in that a certain crafted item has good static stats, with the potential of being amazing. However, you don't address the issue about which items you would salvage to get the required materials. As per my examples, it is nearly impossible for the game to differentiate what random stats go well together. It is far more likely that it will be based solely on ilvl, item quality type, and/or "average affix levels". etc.




There is no issue Xavier if there will be initiative to pull items out of economy.

Are you seriously afraid that some items wont be salvaged? Ever? c'mon..|||I think it's really hard to say at this point because we know near nothing about the crafting system. Also keep in mind that some items are so rare that most people will never have them and they will satisfy themselves with the other 99% of the items. Also keep in mind that rares can be very very good in Diablo III.

Inflation will most certainly happen, it happens in every economy, the question is how bad will be and will Blizzard be able to control it.|||Quote:








It will almost certainly be based on ilvl or affix level. The game cannot possibly differentiate between which stats are suitable with one anther to form a good item. It can only measure the level of each individual stat. So in other words, an AWESOME Rare Axe with EXCELLENT damage stats, and excellent suitable barb affixes (ie lifesteal, IAS etc) has the same ilvl as a useless and worthless rare axe that has huge +spell damage and other high-lvl affix stats that are useless for anyone who would use an Axe. Hence both items would yield the same high-level scraps.

So why would you scrap up the AWESOME item, instead of scrapping the ****ty item? The vast majority of rare items will have random useless stats, so why would you use the awesome item as scrap material?




Legendaries have set stats, and almost certainly give a material that you can't get from salvaging a rare. Thus high end legendaries will be salvaged.

You are correct, extremely unlikely, high ilvl rare axes will probably not be salvaged. It is also astronomically unlikely that you'll ever find a rare that is any good, if it works at all like D2 did. Thus, the salvaging system isn't really aimed at removing them.


Quote:








I'm not advocating for a BoE system.




Good.

No comments:

Post a Comment