If you are anything like me, you want your gear to be better and therefore you reroll your items and it can be very costly. I don't play everyday so I never accumulate much Gold. When the auction house was still around it was such a relief being able to buy gold and not have to grind for it all day long. I do think the auction house should remained closed but buying gold should be implemented in some way or another.
Not to mention removing gems and or crafting them in big quantities. It also seems very costly to craft numerous rare items and not getting the correct one for your class.
All in all, I think it would be a good idea to implement some sort of money to gold system, for people that have my current luck.
Another thing that has been brought up in the thread is being able to trade. I also think a trading system should be implemented so we can trade items we don't need and receive something we do need. Ultimately including crafting mats and legendary itmes.
I might be able to get in 1-2 hours a night, I've been working a ton since launch. Even with that, I'm still able to maintain 5-10m gold, while re-rolling for 3 classes that I switch back and forth from.
I might be able to get in 1-2 hours a night, I've been working a ton since launch. Even with that, I'm still able to maintain 5-10m gold, while re-rolling for 3 classes that I switch back and forth from.
Gold's at an O.K spot.
Do you craft any items? And you must not have my luck I get to 5 to 6 million and then I find a really good item that I want to reroll, and boom there goes all the Gold I've been grinding for. I can understand being able to maintain millions when you have a t6 toon, but not everyone has enough time to grind out a t6 toon. (Not that I'm saying you do, just in general)
I might be able to get in 1-2 hours a night, I've been working a ton since launch. Even with that, I'm still able to maintain 5-10m gold, while re-rolling for 3 classes that I switch back and forth from.
Gold's at an O.K spot.
Do you craft any items? And you must not have my luck I get to 5 to 6 million and then I find a really good item that I want to reroll, and boom there goes all the Gold I've been grinding for. I can understand being able to maintain millions when you have a t6 toon, but not everyone has enough time to grind out a t6 toon. (Not that I'm saying you do, just in general)
Oh I craft a ton of items, pretty much whenever I get a soul. The last two days have been focused on the piro crusader shield.
I also usually farm T2 with my DH or Barb, and T3 with my sader.
I'm not saying gold acquisition is perfect atm, but it does feel at least for me that it's in a good place. IE; you can craft and enchant on a regular basis if you also spend time farming bounties / rifts.
So, the "why" in this thread is "because I don't want to spend my time farming it." Just putting that out there so there's no confusion. The motivation is to not have to focus your efforts on it and still reap the benefits.
Personally, I'm fine with that. I'm not, however, fine with being able to buy it. I think the gold rewards should just be increased in every area... doubled or tripled, at least. Gold is not a fun mechanic and I'd prefer it if regular play rewarded us with much more of it. Buying it is not an acceptable option.
Sorry if this is incredibly long. I completely ignored formatting half way through. Any feedback on the ideas below is much welcome.
From my perspective, the current state of gold is in variance among player groups. While quite vague, here's how I would describe some of the hierarchy:
Diablo 3 veteran (consistent through transition to RoS or knowingly returning) -
Likely began RoS with a hefty sum of gold and gained a fairly substantial lead along the way by having early high-end gems. Crafts and rerolls many items without worry. Probably did not need to farm gold so far and may not need to for quite some time, if ever. Gold seems to be a meaningless resource and hasn't experienced any of the struggles caused by lack of gold. Eventually might run out and lose some interest in the game or struggle to farm back some of what was wasted.
Diablo 3 veteran (started pre-RoS without surity of return or decided to cash out) -
Begins RoS with a small or inexistent sum of gold. Learns the best gold methods along the way in order to keep up with the gem and crafting race. Uses rerolls sparingly. Spends most of their time in hell rifts (RIP). Knows the struggle, but knows the fix. Has the advantage of level and experience in D3 to get by without too many issues.
Diablo 3 newcomer (post-RoS or pre-RoS below level cap or casual at cap) -
Begins RoS with a small or inexistent sum of gold. Faced with a huge learning curve. Entered into a community where the support options are very limited: no trading, not much can be done to physically help the player. Juggles the options of further testing of different abilities and perhaps builds, simply sticking with a build in hope that gear will provide what is needed to advance further, or beginning to pool resources (mats and gold) in order to gear around a specific build eventually. Likely to spend rerolls in a way that won't be beneficial in the long term. The struggle is tough.
This breakdown leaves out most of the distinguishing elements between hardcore (in terms of hours played, not game mode) and casual players. I felt that leaving this out for this specific post provides a more general scope to the issues in the gold system.
There is far too large of a discrepancy between standpoints on the state of gold. For one player, gold could be simply ignored for months or years, while another player might worry about gold on a daily basis. They might struggle with deciding if a 2% damage upgrade is worthwhile if it could be obtained by rerolling an item. The wealthy player would reroll the item simply as a means of increasing drop efficiency to reach the next upgrade.
The issue needs to be addressed in multiple ways. Simply put, increasing gold drops won't solve anything. There needs to be a more involved method of earning gold. A few random examples from the top of my head would be: Story mode quests award far more gold after resetting quests, then diminish as they currently do after first completion. Add an option to gamble for an assortment of 50k-500k gold or some number of crafting materials. Add additional "bonus" bounties randomly to each act which incorporate some event related to farming gold or perhaps making deliveries for NPCs. I could see it making sense to pick up some items from Haedrig and delivering them to rare spawn vendors around the world.
These methods would increase the gold income for players who are motivated to do so in exchange for a small loss of efficiency in item farming. This wouldn't have an impact on those who already have plenty of gold lying around and don't wish to go out of their way for a little bit more.
As a second step in a two-fold overhaul, there needs to be some added incentive for using gold once you've practically maxed out a character. Would purchased consumables be harmful to the meta? I could imagine incorporating consumables that provide a small stat bonus or special effect such as stepping over clickable world objects opens them (heavy feet, I guess), ability to see invisible, underground, or flying monsters before they ambush you, town portal cast time reduced to 3/4 of normal, scroll to summon a travelling vendor who will buy items and (maybe) repair your armor. Certainly these would last for a fixed duration based on the strength of their effects, they would be unique (only one active at a time), each have a cooldown that doesn't reset each game, and have a smaller global cooldown among all consumables so you can't instantly swap to whatever is needed for every situation.
As another brief thought, I think that the enchanter could use some reworking. It would be nice to get a certain stat, let's say strength, from rerolling. Next, you can work on increasing that stat roll gradually through another tab. Each increase will provide a small random boost and cost materials/gold. Once the stat reaches maximum, perhaps it can be overcharged by subsequent stat increases, but there is a chance to fail and revert it. The chance to fail increases exponentially as the stat gets higher. This would give players with tons of gold an opportunity to push things a bit further. However, the increases would be miniscule in comparison to rerolling an undesired stat to one that is beneficial. In turn, gold becomes less of a gamechanger in terms of rerolling, but provides a longer lasting necessity to obtain and/or spend wisely. If this seems like too much of a gold sink, there could be a cooldown added so players can't roll to increase a stat consistently until it's far more than perfect. I'd be thinking, "Can we have T10 yet?"
The bottom line is, there are plenty of issues with the gold system. Simply switching around numbers or allowing for trading are two solutions that avoid the problem rather than truly solving it. There needs to be creativity involved to remedy this.
To be honest the point of any game is: the more you play, the better you (should) get, and should reap more rewards. I do not agree with buying gold or trading equipment at this point. However trading legendary mats, forgotten souls (even crafted items) etc for gold amongst other players could be a way to fix gold aquisition for some people and I would welcome that change.
I have no idea where your at in terms of game difficulty and what you can do but for me its a case of work smarter not harder.
There are lots of Gold farming guides out there that dont require exploits to achieve, such as bounty farming. Popular T6 Runs are Clear the Hell Rift (A4), Cryder's outpost and Forward Barracks (A3), Khazra Den (A1) - these are all 'Kill and clear' bounties with high rewards (T6 = 401-421k, T5 = 301k-321k etc) while the lower diff you go the lower the rewards, the reward vs effort is still pretty high. While recently fixed A Miner's Gold so you have to actually help the Miner rather than TP out and let him do it himself, its an easy one to complete as is A Miser's Will.
The game is about farming and working for your rewards, not paying your way to victory, Gold isnt hard to get just keep working at it.
I'm not sure if you have read my other posts but I don't have the time to farm for enough gear to play on t6 efficiently at all. I just think farming gold on lower difficulties isn't nearly as rewarding as I think it should be. Still bottom line, I don't want to play hours to maintain my gold spending habits. Gold was rather cheap and spending it is the easiest thing in the game.
To be honest the point of any game is: the more you play, the better you (should) get, and should reap more rewards. I do not agree with buying gold or trading equipment at this point. However trading legendary mats, forgotten souls (even crafted items) etc for gold amongst other players could be a way to fix gold aquisition for some people and I would welcome that change.
Here is an example of another thing I would like to see, instead of our items we don't want to become useless when someone could use them and we could trade for something we need. Hopefully this thread is being put into consideration and read. I would like seeing Gold or a trading system that we could trade EVERYTHING.
"... I just think farming gold on lower difficulties isn't nearly as rewarding as I think it should be...."
This I can agree with, higher gold rewards would be nice.
"...Still bottom line, I don't want to play hoursto maintain my gold spending habits."
See, THIS is where I disagree with you. Why should you, or anyone, feel they should be "entitled" to the same gear/gold rewards playing 1-2hrs at a time -vs- those who play 4-6 hrs or more? I understand it's frustrating not having the gear/items you'd like, but why should you not have to put in the time like the player who put in 100 hrs(or much more)? I don't get this feeling of entitlement from some people.
OP will be the same person to come to the forums complaining about the rampant gold seller spam. I play only a couple hours and have plenty of gold to keep me going with several characters that I use it on.
Secretly I think OP is actually a gold seller that can't pay his IRL bills anymore
The 2.0.5 fix to gold find has been incredibly helpful.
I've got every class at 70, all geared to do t3/4, and my main 5/6, I'm ALWAYS low on gold, and actually ran out twice, same with craft mats.
Now I've cut down to playing my barb and monk, and with the gold buff, it's rolling in.
Gold isn't really power, if I have 1m, and another guy has 100m, it makes no difference really, any costs I'm going to find are going to be replaceable by farming/playing, if you are stupid and keep rolling an item when it's starting to cost 5m a roll, well, thats pretty retarded, leave it, otherwise, nothing really costs that much, gems rinse gold badly, but once you have crafted them, you always have them, that's just a startup cost.
I agree. I farmed t3-t4 with a group and do solely rifts and is able to farm 4-5mill consistently for playing 4-5 hours. I also have gone broke from crafting gems and resocketing them prior to the new patch. I've also re-rolled a lot of my gears and got myself down to last 50k. I just need to do a few bounties and rifts and I will accumulate enough to go again.
I disagree with gold with real money as it will go back to D3v days and we will have a lot of gold farmers/sellers and spams. I do agree with having some options to trade mats, souls, etc. and perhaps a reworked way to trade with those that you farm with (perhaps a few days instead of just 2 hours+ ) especially when you find upgrades and want to pass it to them who can use it.
All in all, gold like high end gears SHOULD be farmed and no way around it.
Well, now I'm starting to believe you guys, I've tried not to reroll every single item I get and I've stopped playing every single toon. I would still like to see a trading system implemented within clans or worldwide. :')
The thought of going back to the days of the AH makes me sick. If you don't have time to play a game enough to a point whereas you contemplate paying for progress (which is what item purchasing is)......than maybe you need a different game?
I never said I wanted the AH back. Just simply a way to buy Gold or trade items...What's wrong with that... Some people would enjoy being able to trade items freely.
I never said I wanted the AH back. Just simply a way to buy Gold or trade items...What's wrong with that... Some people would enjoy being able to trade items freely.
Always been my opinion that buying gold is for chumps. It's a shortcut, plain and simple.
As far as trading. I wouldn't mind it. Once trading is allowed, the flood gates open up and it affects everyone. To that end, just forget it. Get over it. I mean that respectfully. It ain't gonna happen.
BoA is something players need to resolve themselves to. Embrace it. Understand how it gives D3 a unique flare, setting it apart from other games of this genre.
Not to mention removing gems and or crafting them in big quantities. It also seems very costly to craft numerous rare items and not getting the correct one for your class.
All in all, I think it would be a good idea to implement some sort of money to gold system, for people that have my current luck.
Another thing that has been brought up in the thread is being able to trade. I also think a trading system should be implemented so we can trade items we don't need and receive something we do need. Ultimately including crafting mats and legendary itmes.
Thanks!
Gold's at an O.K spot.
I also usually farm T2 with my DH or Barb, and T3 with my sader.
I'm not saying gold acquisition is perfect atm, but it does feel at least for me that it's in a good place. IE; you can craft and enchant on a regular basis if you also spend time farming bounties / rifts.
Personally, I'm fine with that. I'm not, however, fine with being able to buy it. I think the gold rewards should just be increased in every area... doubled or tripled, at least. Gold is not a fun mechanic and I'd prefer it if regular play rewarded us with much more of it. Buying it is not an acceptable option.
From my perspective, the current state of gold is in variance among player groups. While quite vague, here's how I would describe some of the hierarchy:
Diablo 3 veteran (consistent through transition to RoS or knowingly returning) -
Likely began RoS with a hefty sum of gold and gained a fairly substantial lead along the way by having early high-end gems. Crafts and rerolls many items without worry. Probably did not need to farm gold so far and may not need to for quite some time, if ever. Gold seems to be a meaningless resource and hasn't experienced any of the struggles caused by lack of gold. Eventually might run out and lose some interest in the game or struggle to farm back some of what was wasted.
Diablo 3 veteran (started pre-RoS without surity of return or decided to cash out) -
Begins RoS with a small or inexistent sum of gold. Learns the best gold methods along the way in order to keep up with the gem and crafting race. Uses rerolls sparingly. Spends most of their time in hell rifts (RIP). Knows the struggle, but knows the fix. Has the advantage of level and experience in D3 to get by without too many issues.
Diablo 3 newcomer (post-RoS or pre-RoS below level cap or casual at cap) -
Begins RoS with a small or inexistent sum of gold. Faced with a huge learning curve. Entered into a community where the support options are very limited: no trading, not much can be done to physically help the player. Juggles the options of further testing of different abilities and perhaps builds, simply sticking with a build in hope that gear will provide what is needed to advance further, or beginning to pool resources (mats and gold) in order to gear around a specific build eventually. Likely to spend rerolls in a way that won't be beneficial in the long term. The struggle is tough.
This breakdown leaves out most of the distinguishing elements between hardcore (in terms of hours played, not game mode) and casual players. I felt that leaving this out for this specific post provides a more general scope to the issues in the gold system.
There is far too large of a discrepancy between standpoints on the state of gold. For one player, gold could be simply ignored for months or years, while another player might worry about gold on a daily basis. They might struggle with deciding if a 2% damage upgrade is worthwhile if it could be obtained by rerolling an item. The wealthy player would reroll the item simply as a means of increasing drop efficiency to reach the next upgrade.
The issue needs to be addressed in multiple ways. Simply put, increasing gold drops won't solve anything. There needs to be a more involved method of earning gold. A few random examples from the top of my head would be: Story mode quests award far more gold after resetting quests, then diminish as they currently do after first completion. Add an option to gamble for an assortment of 50k-500k gold or some number of crafting materials. Add additional "bonus" bounties randomly to each act which incorporate some event related to farming gold or perhaps making deliveries for NPCs. I could see it making sense to pick up some items from Haedrig and delivering them to rare spawn vendors around the world.
These methods would increase the gold income for players who are motivated to do so in exchange for a small loss of efficiency in item farming. This wouldn't have an impact on those who already have plenty of gold lying around and don't wish to go out of their way for a little bit more.
As a second step in a two-fold overhaul, there needs to be some added incentive for using gold once you've practically maxed out a character. Would purchased consumables be harmful to the meta? I could imagine incorporating consumables that provide a small stat bonus or special effect such as stepping over clickable world objects opens them (heavy feet, I guess), ability to see invisible, underground, or flying monsters before they ambush you, town portal cast time reduced to 3/4 of normal, scroll to summon a travelling vendor who will buy items and (maybe) repair your armor. Certainly these would last for a fixed duration based on the strength of their effects, they would be unique (only one active at a time), each have a cooldown that doesn't reset each game, and have a smaller global cooldown among all consumables so you can't instantly swap to whatever is needed for every situation.
As another brief thought, I think that the enchanter could use some reworking. It would be nice to get a certain stat, let's say strength, from rerolling. Next, you can work on increasing that stat roll gradually through another tab. Each increase will provide a small random boost and cost materials/gold. Once the stat reaches maximum, perhaps it can be overcharged by subsequent stat increases, but there is a chance to fail and revert it. The chance to fail increases exponentially as the stat gets higher. This would give players with tons of gold an opportunity to push things a bit further. However, the increases would be miniscule in comparison to rerolling an undesired stat to one that is beneficial. In turn, gold becomes less of a gamechanger in terms of rerolling, but provides a longer lasting necessity to obtain and/or spend wisely. If this seems like too much of a gold sink, there could be a cooldown added so players can't roll to increase a stat consistently until it's far more than perfect. I'd be thinking, "Can we have T10 yet?"
The bottom line is, there are plenty of issues with the gold system. Simply switching around numbers or allowing for trading are two solutions that avoid the problem rather than truly solving it. There needs to be creativity involved to remedy this.
This I can agree with, higher gold rewards would be nice.
"...Still bottom line, I don't want to play hours to maintain my gold spending habits."
See, THIS is where I disagree with you. Why should you, or anyone, feel they should be "entitled" to the same gear/gold rewards playing 1-2hrs at a time -vs- those who play 4-6 hrs or more? I understand it's frustrating not having the gear/items you'd like, but why should you not have to put in the time like the player who put in 100 hrs(or much more)? I don't get this feeling of entitlement from some people.
Secretly I think OP is actually a gold seller that can't pay his IRL bills anymore
I disagree with gold with real money as it will go back to D3v days and we will have a lot of gold farmers/sellers and spams. I do agree with having some options to trade mats, souls, etc. and perhaps a reworked way to trade with those that you farm with (perhaps a few days instead of just 2 hours+ ) especially when you find upgrades and want to pass it to them who can use it.
All in all, gold like high end gears SHOULD be farmed and no way around it.
The thought of going back to the days of the AH makes me sick. If you don't have time to play a game enough to a point whereas you contemplate paying for progress (which is what item purchasing is)......than maybe you need a different game?
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
As far as trading. I wouldn't mind it. Once trading is allowed, the flood gates open up and it affects everyone. To that end, just forget it. Get over it. I mean that respectfully. It ain't gonna happen.
BoA is something players need to resolve themselves to. Embrace it. Understand how it gives D3 a unique flare, setting it apart from other games of this genre.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan