Curency exchange ratio.

Attention, considering that all your trading is based on the barter of orbs and items, you could create a perfect economy without unjustified markups and price inflation. All that's needed is to establish a fixed exchange rate for currencies based on the ratio of their drop chances. For example, if the drop chance of an Exalted Orb is 255 times higher than that of a Divine Orb, then a fixed price should be set at 255 Exalted Orbs to 1 Divine Orb. This approach should be applied to all currencies. Thank you for your attention.
Last bumped14 мар. 2025 г., 13:43:24
Waiting for GGG attention
Последняя редакция: Furazawa#0857. Время: 11 мар. 2025 г., 13:22:43
The real currency exchange rate is determined not by the game, but by the players. It won't disappear no matter what course the game sets. If the difference between the real and official market increases, market turnover will decrease. In other words, you will harm the market, the only guaranteed source of equipment.

Example:
I will not sell my DO for 100 EX, if I know that it can be taken away for 200 EX. I'm not going to see Alva. I'll try to sell it via barter. Someone even go to black market.

Ultimately, I believe this will boost RMT.

GGG can control the market by turning the "printing press" on/off, as well as changing the base loan rate (yes, why not? it would be interesting to see this!).

And fixing the exchange rate will actually deprive them of market control, a huge number of players will simply go to the black market.
"
MSparrow#7719 написал:
Attention, considering that all your trading is based on the barter of orbs and items, you could create a perfect economy without unjustified markups and price inflation. All that's needed is to establish a fixed exchange rate for currencies based on the ratio of their drop chances. For example, if the drop chance of an Exalted Orb is 255 times higher than that of a Divine Orb, then a fixed price should be set at 255 Exalted Orbs to 1 Divine Orb. This approach should be applied to all currencies. Thank you for your attention.


This would only work if the trades were not between players.
I.E. I go to Alva, give her one divine and she gives me 250 exalted always, and vice-versa.

If it's between players, than the previous post applies.
"
Radonegsky#6656 написал:
The real currency exchange rate is determined not by the game, but by the players. It won't disappear no matter what course the game sets. If the difference between the real and official market increases, market turnover will decrease. In other words, you will harm the market, the only guaranteed source of equipment.

Example:
I will not sell my DO for 100 EX, if I know that it can be taken away for 200 EX. I'm not going to see Alva. I'll try to sell it via barter. Someone even go to black market.

And fixing the exchange rate will actually deprive them of market control, a huge number of players will simply go to the black market.


"
Hendel#1528 написал:


This would only work if the trades were not between players.
I.E. I go to Alva, give her one divine and she gives me 250 exalted always, and vice-versa.

If it's between players, than the previous post applies.


It could be designed so that orbs are not stored as separate items but instead accumulate as stats, similar to how it works in Diablo 3. This way, they wouldn't be tradable through player barter, and crafting could be done via a crafting station.

Последняя редакция: Furazawa#0857. Время: 11 мар. 2025 г., 14:41:54
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MSparrow#7719 написал:

It could be designed so that orbs are not stored as separate items but instead accumulate as stats, similar to how it works in Diablo 3. This way, they wouldn't be tradable through player barter, and crafting could be done via a crafting station.


Again, this is only if an exchange between players is excluded. If it remains, players will simply choose an item as their currency. (In Ragnarok, it seems the currency was a "robot's butt")
"
MSparrow#7719 написал:
Attention, considering that all your trading is based on the barter of orbs and items, you could create a perfect economy without unjustified markups and price inflation. All that's needed is to establish a fixed exchange rate for currencies based on the ratio of their drop chances. For example, if the drop chance of an Exalted Orb is 255 times higher than that of a Divine Orb, then a fixed price should be set at 255 Exalted Orbs to 1 Divine Orb. This approach should be applied to all currencies. Thank you for your attention.


GGG HEAR THIS OH DEAR RNGESUS IN THE HEAVENS PLEASE MAKE THIS HAPPEN

IMAGINE A PERFECT ECONOMY FREE FROM THE TYRANNY OF PRICE FIXERS AND SCAMMERS NO MORE RANDOM PRICES NO MORE CHAOS JUST PURE MATHEMATICAL JUSTICE

FIXED EXCHANGE RATES DROP CHANCE BASED PRICING TRUE ECONOMIC BALANCE NO MORE MARKET MANIPULATION NO MORE ORB HYPERINFLATION JUST PURE UNFILTERED FAIR TRADE

[Removed by Support]

PLEASE I BEG YOU ON MY KNEES MAKE IT HAPPEN

Joking aside, this would actually be a great change. Please consider it.

PEACEEE . . .
Последняя редакция: BenMH_GGG#0000. Время: 11 мар. 2025 г., 15:29:16
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Radonegsky#6656 написал:
"
MSparrow#7719 написал:

It could be designed so that orbs are not stored as separate items but instead accumulate as stats, similar to how it works in Diablo 3. This way, they wouldn't be tradable through player barter, and crafting could be done via a crafting station.


Again, this is only if an exchange between players is excluded. If it remains, players will simply choose an item as their currency. (In Ragnarok, it seems the currency was a "robot's butt")


I think GGG can do something better then i can offer to solve that issue with barter if currency ratio gonna be fixed. I just want to more fair economy, i think that is gonna be good. One way to address the issue of the black market is an official statement from the developers that the fixed price is directly tied to the drop chance, and selling items for cheaper or more expensive is simply unjustified for players.



"
Twelten#1961 написал:


Joking aside, this would actually be a great change. Please consider it.

PEACEEE . . .


Ty.
Последняя редакция: Furazawa#0857. Время: 11 мар. 2025 г., 22:24:20
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MSparrow#7719 написал:
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Radonegsky#6656 написал:
The real currency exchange rate is determined not by the game, but by the players. It won't disappear no matter what course the game sets. If the difference between the real and official market increases, market turnover will decrease. In other words, you will harm the market, the only guaranteed source of equipment.

Example:
I will not sell my DO for 100 EX, if I know that it can be taken away for 200 EX. I'm not going to see Alva. I'll try to sell it via barter. Someone even go to black market.

And fixing the exchange rate will actually deprive them of market control, a huge number of players will simply go to the black market.


"
Hendel#1528 написал:


This would only work if the trades were not between players.
I.E. I go to Alva, give her one divine and she gives me 250 exalted always, and vice-versa.

If it's between players, than the previous post applies.


It could be designed so that orbs are not stored as separate items but instead accumulate as stats, similar to how it works in Diablo 3. This way, they wouldn't be tradable through player barter, and crafting could be done via a crafting station.



Another solution is to use an actual "currency" like gold for all transactions, and POE's currency (crafting material) is used just for crafting.

Bartering went by the way side a long time ago, just embrace money.
"
Hendel#1528 написал:


Bartering went by the way side a long time ago, just embrace money.


Gold inflation will be even more severe, so there is no way to withdraw money from the economy. You can offer transaction taxes, but this will only raise prices and slow down the market, which will make the situation even worse.

The amount of money in circulation is what GGG can use. They can change the drop rate, they can offer deposits.

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