Prior to 0.8.3, they removed the chance for it to spawn droppable uniques.
True, but you do currently have the choice to not do most gold reward monos.
Prior to 0.8.3, they removed the chance for it to spawn droppable uniques.
True, but you do currently have the choice to not do most gold reward monos.
Yeah sure but still I need to do plenty. I hope they come up with a solution where to spend gold on besides Runes of Shattering… well even those aren’t that nesessary anymore.
But does every single activity you do in-game need to be the most optimal possible one?
Yes because if it isn’t the case you pidgenhole your community into the most optimal one what is broing. At least once many roads should lead to rome… at least once…
So if I understand that right, every single activity needs to be the most optimal because if they aren’t then the community is pidgeonholed into only doing the most optimal activities.
They still do.
I come up with an example that is made up… just some random numbers…
Play A = 1-2 items in 10h
Play B = 0 items in 10h
Play C = maybe 1 item in 10h
Play A is the way to go right? What if…
Play A = 1-3 items in 10h
Play B = 1-3 items in 10h
Play C = 1-3 items in 10h
You can do whatever pleases you.
So why don’t we have a middle ground? They could have done a lot with vendor and gambler and the most easy thing to do is to increase the prices of gambling for example. Right now gold is for bank slots and that’s it in my case. Even if the items costs 1 million gold but you have the chance to get an equal FP I’m okay with it.
Removing this almost completely is just… it feels bad man ^^ at least for me.
Therefore I hope we’ll get a more didicated answer from the devs rather than “That’s not the way we want it!” because right now my gold simply piles up while i should’nt be able to walk with the ammount of coins I carry with me.
I agree in that i also dislike the solution of gutting uses for gold, while still keeping it ingame.
Until they come up with a solution to completly remove it from the game the gambler should be balanced around people actually accumulating gold and WANTING to use it.
Lets list all the objects in the game, and their purpose:
So, we are left with no actual purpose for gold other than to spend it on the vendor or gambler, or to add stash tabs.
So, lets change the game to just let us create as many stash tabs as we see fit, and then remove gold + the gambler + the vendors. Add a “Junk collector” NPC who just has random junk you can take for free if you really want it/need it, no gold required. Increase drop rates of items by 2%. Call it a done deal.
If the developers’ goal is not to complicate obtaining things (to increase the duration of obtaining the necessary things), but only to avoid “standing at the merchant”.
Personally, it seems to me that the most optimal option is setting up the drop system. The same bonuses that we get from the Blessing, but more detailed.
Or, changing the Monolith so that the time points are more narrowly focused.
For example, I need to farm weapons, and I go (for example) to the Black Sun and farm weapons there with a higher drop chance, and specific echoes already allowed me to choose what type of weapon I need.
In fact, this system already operates within the framework of the drop of unique items, it only needs to be expanded to rare ones, and the number of “unnecessary” echoes should be reduced.
This topic was automatically closed 60 days after the last reply. New replies are no longer allowed.