The Most Hated (but most effective?) Way To Solve Inflation

If omen mods on maps were not as good as regular rolls could reach, and exalt could be used to reroll 6 mod waystones, people looking to get the best map modifiers would have to spam a bunch of ex for them, and it would reduce the amount of different currencies needed for juicing.

When people have to roll T17s in PoE1, chaos is always valuable.

While it's annoying to spam a map, with a regex and using the same currency, after you have optimized the method, it is much better than using a lot of different currencies.

"
AverBeg7#1689 wrote:

If there is a problem with the amount of clicks it takes then there should be some technical solution to that, like automatically rolling maps an X amount of times in their stash tab, and stopping when it is highlighted by regex.
Last edited by AverBeg7#1689 on Oct 14, 2025, 11:08:15 PM
Last bumped on Oct 22, 2025, 2:57:12 AM
Another player suggested on reddit that a bulk UI for instill/ reforge would be massive for QOL in lategame.

I agree please give us bulk instill/ reforge ui

The same guy suggested also using it as a precursor sink, which I think is a good idea and maybe easier than bulk reforge UI
Last edited by AverBeg7#1689 on Oct 6, 2025, 9:20:44 AM
the most effective way to solve inflation is to make more builds viable.

the more builds that are viable, means there are more things for players to pick up and use the currency on that is inflating.

the more builds are viable, means player retention last longer, as people have other builds to reroll on, which means more things that are picked up, and currency used on that character they rerolled with ad infinium.

with more players playing longer in the league, more things drop, to spend more currency on.

also.

stay on topic.

on your own post.


the best solution for inflation is literally an NPC vendor with default price conversions to divines. GGG controls the drop rates and therefore would set the default conversion rates every league. No one wants it but that would fix everything while only making the small population of top players mildly upset that their infinite wealth is slightly devalued
peg divines to usd

make ggg keep usd reserves and rebalance daily
"
komji#3796 wrote:
the best solution for inflation is literally an NPC vendor with default price conversions to divines. GGG controls the drop rates and therefore would set the default conversion rates every league. No one wants it but that would fix everything while only making the small population of top players mildly upset that their infinite wealth is slightly devalued


ive seen other games with this, with insanely china/russia controlled economies...

they dont last... as in... the game... doesnt last. players dont like it.

its classic, just because you can do it, doesnt mean you should do it.
Last edited by Innuendos#5095 on Oct 14, 2025, 1:42:18 AM
I really do not think the game determining the price of currency in any way is the answer.

This is just antithetical to the core design of trade the devs have seemingly intended for over a decade, and would not be received well, and also does not even have a good track record for solving inflation when you do look at games with stricter systems such as these. The inflation just comes in different forms like we will not really have a use for currency past a point and any sought after items that are not deterministic will be priced higher than anyone not engaging in market manip or RMT can afford.

I do think the answer is adding basic currency sinks that players simply cannot avoid. It is proven to work, and only really annoying in terms of "sitting in HO spamming" which you do more of when there is more currencies to click on maps in PoE2.

If there is a problem with the amount of clicks it takes then there should be some technical solution to that, like automatically rolling maps an X amount of times in their stash tab, and stopping when it is highlighted by regex.



From that title, I clicked on this thread thinking I'd see somebody suggest all items be account bound. =^[.]^=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled /
=-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie
"
From that title, I clicked on this thread thinking I'd see somebody suggest all items be account bound. =^[.]^=


Probably "most hated" for sure, but removing the benefit that causes the problem is not an effective solution. Saying "remove trade" in response to trade being a bit broken is just saying "everyone play SSF now, no more trade, ggg balances around us, problem solved".

The problem is not solved for anyone, the benefit and it's consequences are just removed.
"
the most effective way to solve inflation is to make more builds viable.

the more builds that are viable, means there are more things for players to pick up and use the currency on that is inflating.

the more builds are viable, means player retention last longer, as people have other builds to reroll on, which means more things that are picked up, and currency used on that character they rerolled with ad infinium.

with more players playing longer in the league, more things drop, to spend more currency on.

also.

stay on topic.

on your own post.




No
Mash the clean

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