Issue with currency being used for trade and crafting. Suggest separating them in the future

You have provided us currency which can be used for 'crafting' OR the exchange of items in trade with players. This makes them compete against each other.

1) Use the currency to upgrade an item with a random loot goblin deciding the outcome which is almost always bad

2) Use the currency to trade for an item with a guaranteed outcome

This makes crafting feel really bad, wasteful and ultimately defeating as a player. There needs to be a different drop used to upgrade items or an exchange currency that you can use to trade for items with players.

Something has to separate the two entirely or crafting will almost always be an ssf only concept as it serves little to no purpose in direct comparison. Bots compound the issue.

That is my own take on it. Any ideas?
Last bumped on Apr 20, 2025, 12:32:40 PM
just give us a "meaningful crafting" system, problem solved.


grind for mats > grind for gambling stats

gl hf!
pls
-add "Advanced Targeting System" to the options so we can disable accessibility-stuff
-fix skills w/o movement to NOT MOVE YOU when using Attack Without Moving i.e. Ice Strike
-rework: enemies instant-spells = math-game || very unfitting for meaningful combat cuz can't avoid with skill
thx <3
"
You have provided us currency which can be used for 'crafting' OR the exchange of items in trade with players. This makes them compete against each other.

1) Use the currency to upgrade an item with a random loot goblin deciding the outcome which is almost always bad

2) Use the currency to trade for an item with a guaranteed outcome

This makes crafting feel really bad, wasteful and ultimately defeating as a player. There needs to be a different drop used to upgrade items or an exchange currency that you can use to trade for items with players.

Something has to separate the two entirely or crafting will almost always be an ssf only concept as it serves little to no purpose in direct comparison. Bots compound the issue.

That is my own take on it. Any ideas?


One of the greatest additions to the ARPG system is the way POE uses crafting currency for trading and you can trade for crafting currency.

It gives meaning to every currency.

If you choose to craft with it, you are opting into the gambling system. Find a 4 affix rare and spend 2 exalted orbs on it? It might improve the sale value, it might do nothing to improve it. It might make it worse for fracturing. Who knows? Gamble is good.

If you choose to trade up your currency, let's say selling all your exalts for Divines. You might make some extra exalts as inflation turns the div/ex ratio from 1:50 to 1:90. Well done you bet on the market. Gamble is good.

So basically everyone is a winner.

Now let's say you have an untradable crafting items. You are locked into finding that crafting item otherwise you cannot craft. You might have a lot of things you don't need, but cannot trade them up to craft with them.
Diablo 4 has this problem. You can end up with thousands of items of a useless nature just counting numbers in your personal database.
As it stands now, even your most useless currency can be traded into something else. That's a great system.
"
Naztrey#9177 wrote:
just give us a "meaningful crafting" system, problem solved.


grind for mats > grind for gambling stats

gl hf!



Yeah I agree for the most part. The issue there is due to them competing with each other. The crafting would need to be as deterministic or cost as much currency as trade to get the same result.

You can get reasonably good items for a single divine to get started in end game maps. Yet you can very very very rarely use one divine to make an item worth while when crafting.

Their market weight would be hard to adjust.

Either way, the crafting needs to be meaningful. Good point.
Or use more currency to lock in a more desirable outcome I think would be the easiest to implement without changing a whole lot. Like dumping Divs into the recombinator to increase the probability of getting a desired affix I think would resolve most people's feelings about it
"
"
You have provided us currency which can be used for 'crafting' OR the exchange of items in trade with players. This makes them compete against each other.

1) Use the currency to upgrade an item with a random loot goblin deciding the outcome which is almost always bad

2) Use the currency to trade for an item with a guaranteed outcome

This makes crafting feel really bad, wasteful and ultimately defeating as a player. There needs to be a different drop used to upgrade items or an exchange currency that you can use to trade for items with players.

Something has to separate the two entirely or crafting will almost always be an ssf only concept as it serves little to no purpose in direct comparison. Bots compound the issue.

That is my own take on it. Any ideas?


One of the greatest additions to the ARPG system is the way POE uses crafting currency for trading and you can trade for crafting currency.

It gives meaning to every currency.

If you choose to craft with it, you are opting into the gambling system. Find a 4 affix rare and spend 2 exalted orbs on it? It might improve the sale value, it might do nothing to improve it. It might make it worse for fracturing. Who knows? Gamble is good.

If you choose to trade up your currency, let's say selling all your exalts for Divines. You might make some extra exalts as inflation turns the div/ex ratio from 1:50 to 1:90. Well done you bet on the market. Gamble is good.

So basically everyone is a winner.

Now let's say you have an untradable crafting items. You are locked into finding that crafting item otherwise you cannot craft. You might have a lot of things you don't need, but cannot trade them up to craft with them.
Diablo 4 has this problem. You can end up with thousands of items of a useless nature just counting numbers in your personal database.
As it stands now, even your most useless currency can be traded into something else. That's a great system.


Hmm, interesting take on it. Very valid. I guess my only question is don't we already get a huge mound of items we dont use or even pick up? Either way I see your point. I guess my concern would be as I stated to the other comment. Crafting will need to be so highly deterministic to compete with the trade market. As it stands, trade is really cheap compared to the loot goblin craft system. Crafting can also break items where they become counter productive to use.

Anyone that does not use trade or even worse they play SSF, they will be dealing with a loot drop rate and crafting system that makes very little sense which might be why so many people are complaining where others are having no issue. I wonder if the real clash is in player types and their expectations.
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Or use more currency to lock in a more desirable outcome I think would be the easiest to implement without changing a whole lot. Like dumping Divs into the recombinator to increase the probability of getting a desired affix I think would resolve most people's feelings about it


this would be like closing the door and sleep in your garden while your house is on fire.
at best, a temporary fix.

https://www.pathofexile.com/forum/view-thread/3767447/page/10

a proper crafting system singlehandedly would solve oh so many issues and complaints all in one swoop :-)

we're only in 0.2, a lot of content is missing.
if anything, they should stay away from such short-term pseudo-solutions.
now is the best time to make big changes to a game. in a year from now on, it would be a lot more difficult to implement such fundamental mechanics.
and having a lot time of early access ahead of us would also allow for proper playtesting and adjusting i.e. droprate of crafting mats.

spread the word <3
pls
-add "Advanced Targeting System" to the options so we can disable accessibility-stuff
-fix skills w/o movement to NOT MOVE YOU when using Attack Without Moving i.e. Ice Strike
-rework: enemies instant-spells = math-game || very unfitting for meaningful combat cuz can't avoid with skill
thx <3
Last edited by Naztrey#9177 on Apr 20, 2025, 12:30:41 PM
"
Or use more currency to lock in a more desirable outcome I think would be the easiest to implement without changing a whole lot. Like dumping Divs into the recombinator to increase the probability of getting a desired affix I think would resolve most people's feelings about it


That is a great idea. Probably the most sensible if we are to keep both systems utilizing the same currency. In fact it would help set the trade market values to match since players could now see an intrinsic value rather than a bot market value.

++ I like it

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