Path of Exile 2 brings a new dawn in gameplay mechanics, but also introduces new economic dynamics that have both intrigued and concerned players. This article delves into the intricacies of PoE2's economy, contrasting it with PoE1, exploring the implications for solo self-founding (SSF) players versus tradable economies, and pinpointing the crafting system as a significant area needing attention.
The Economic Landscape
Hyperinflation and Rarity:
The economy in PoE2 has been described by many as suffering from hyperinflation, largely due to the extreme rarity modifiers available. Breaches in particular contribute to a glut of items and currency, making even moderately good equipment unaffordable.
Trade vs. Solo Self-Found (SSF)
Trade League: Provides access to the best gear through wealth accumulation, often leading to strategies where players focus on earning currency rather than directly engaging with game content.
SSF: Provides a challenge where players must rely solely on what they find, encouraging a different type of engagement with the game's mechanics and content.
Trading in Path of Exile 2 vs. Path of Exile 1
Trading mechanics:
PoE2 simplifies trade with an in-game currency exchange, making the process quicker and more accessible than in PoE1, where trade was largely conducted externally via the trade website.
Player base expansion:
With a higher profile, PoE2 attracts more players, accelerating the pace at which economic dynamics play out.
Economic Resets:
PoE1's league system provides regular economic resets, something not currently available in PoE2's early access standard, leading to a potentially static economy without the introduction of new leagues.
The crafting problem
Lack of depth:
Unlike PoE1, where crafting was a complex puzzle involving rare events such as veiled orbs, crafting in PoE2 is much simpler. This simplicity results in less engagement with found items for SSF players and an abundance of items in trade leagues, reducing the value of drops.
Item utility:
In SSF, players must adapt to what they find, but in Trade, items are often sold rather than crafted, leading to a huge disparity in item availability and utility between the two modes.
Impact on gameplay
Balance:
PoE2 appears to be balanced for SSF, where finding items determines character progression. However, in Trade, players can circumvent the intended difficulty by purchasing high-level gear, disrupting the game's progression curve.
Player experience:
SSF players enjoy a more traditional RPG experience where every piece of gear matters, whereas Trade League players may focus more on economic strategies, potentially reducing gameplay variety.
Proposed solutions
Rarity adjustments:
Introducing a strong diminishing return on rarity could help mitigate currency and item inflation.
Crafting overhaul:
Reintroducing complex crafting mechanics from PoE1 or creating new systems could deepen player engagement with items and bridge the gap between SSF and trade.
Solo Player Buffs:
Inspired by games like Last Epoch, providing inherent buffs to SSF players could balance the gameplay without overly skewing the dynamics of the trade league.
Thanks for Reading
The current state of Path of Exile 2's economy and crafting system presents both unique opportunities and significant challenges. While the game has managed to captivate players with its depth and complexity, addressing these economic and crafting issues is crucial for long-term sustainability and player satisfaction across all playstyles.
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