The first question someone who has never

  • I need to stop what I am doing and go meet the buyer in some location (one of the towns or player "hideouts"). The process usually takes less than a moment if both players are used to trading within POE, but it can somewhat annoying as well as partially breaks the overall game flow. So a couple of months back I've chose to stop selling equipment for cheaper than the usual certain price (1 "chaos orb"), foreseeing that smaller revenue isn't worth my time - I had created rather keep playing the game itself. If the equipment doesn't sell for at least one "chaos" after some time, I had created just get rid of this to free up area in my "shop" storage space. Basically I've defined that an exchange must net at least one "chaos" of revenue or shouldn't happen at all - which is my "price associated with exchange" (which varies between players associated with course). In a sense this particular effect can be compared to the transaction cost within a real world stock market -- where the exchange itself takes a small percentage of every deal as a brokerage fee, making friction. The first question someone who has never played POE might ask is "why would you trade currency in the first place? Isn't it like trading gold for silver or vise verse in a regular RPG? ". Because POE currency products are consumables which have an effect in their personal right - sometimes a player wants the functionality of the currency but doesn't have it (or not enough of it).

    That player can either keep playing/grinding for this specific currency kind, but a more practical and much faster technique would be to buy this. In that sense, players who make currency <-> currency trades are like money changers in the real world. You could in principle earn some Euro directly before you go on your vacation - but no one actually does that. Everyone prefers convenience - even if it means paying someone a little extra. Currency "flipping" is the act of trading the same 2 currencies back and forth, repeatedly, between different players. cheap poe Chaos Orb Let's say we're talking about alchemy orbs (which upgrade a normal item into a random rare one - alc's for short) and chaos orbs (which transform a rare item into a different rare item randomly - often denominated simply as c). 2 weeks before patch 3. 0 the rates of trade I was offering were, The first thing you might notice is the fact that the rates aren't equal - the transaction is not reversible (you couldn't buy back 1C with the 3.

    125alc you would get by selling that 1C). This is similar to the gap between the buying and selling price of real world currency at money changers: they provide value in the form of convenience so they monetize some of it by giving slightly "unfair" exchange rates. And just like real world changes, I prefer to buy and sell the same amount of each currency - on average, otherwise I'll run out of alc's (in this example) or stockpile too much of them. More on that later. The C-> alc side is clear - 8 is the lowest number you can multiply both sides by and get round numbers, but the other direction could be written as 35alc -> 8C to get the same outcome - so why? This is where the "price associated with exchange" plays a task. Note that the second goal is not trivial. If I sell 25alc's as well as receive 8C in return - I did not make an 8C profit. Unlike the situation of selling equipment - where the equipment itself held 0 value for me within practical terms (it was just lounging around in my stash)