We players want an auction house
"If by "endgame content" you mean low maps, then you are wrong. I've brought several characters to that level on almost pure self-found; I have complete confidence that I could have traded for one or two less support gems, used something else instead, and been just fine. (Actually, now that I think about it, every support gem I traded for I eventually self-found later.) If by "endgame content" you mean high maps, then I think you're right about the facts but wrong about it being a problem. Tackling the most difficult post-game content in the game should mean pulling out all the stops; if that means trading and partying — or, alternatively, grinding for days — then I have no problems with that. " "Why do you think a game should be like real life? Here's a little quote from Mark Rosewater, who's been an important figure in Magic: the Gathering design at Wizards of the Coast for years: "So yes, I understand Economics 101, I understand human psychology... and I'm fighting them. I want GGG to set up obstacles, not to utterly prevent players from using Economics 101, but to challenge them, to force them to rely on new and interesting means of thinking out a problem. And most importantly, I want finding a new item from my character to not feel like searching for a damn tablet on Amazon.com. "Now you're just being obstinate. Increasing item valuation variance — in other words, increasing the variance of what people say an item is worth — cannot possibly stabilize prices even more. Necessarily, increasing variance is price destabilization. It's pretty much impossible to have a sane conversation with you on this topic. "I think you've mistaken me as someone who is advocating bartering; while I'm not against it, it's not the main thrust of what I'm going for here. I'm advocating independent valuation of items, rather than relying on a search engine to tell you what something is worth. I'm not against searching for an item by stats (so long as no buyout is displayed in said search), and although I'm not against it, I'm not advocating haggling over price — "take it or leave it" is fine with me. My aim is to isolate the player from resources which tell him what items are worth and force him to determine the answer on his own, using his own thought process; no cheat sheets. This means: no searchable buyouts. Which means: no buyout listed whatsoever, because any listed buyout would necessarily be indexed by third-party sites. Which means: no ability for the seller to provide any text description whatsoever. Yes, that's a very difficult goal. In order for it to have a hope of succeeding, it would have to be implemented as an in-game system, offering some conveniences which third-party sites could never hope to offer — perhaps the ability to receive bids made while offline, and complete trades with bidders who are offline — as well as conveniences third-party sites do offer, but wouldn't impact the no-buyout objective — such as searching for items by affix. Naturally, current bids would be invisible, so third-party sites couldn't index them. The trickiest part would be that, without the ability for sellers to say what they want, bidders would have to predict, to the best of their ability, what sorts of things sellers would want. It's difficult to know in advance just how well they'd be able to do that, and how picky sellers would be about getting precisely what they want. That's the kind of system I'd like to see. And, as it just so happens, it's 100% haggle-free. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Nov 18, 2013, 2:31:32 AM
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I frankly dont care if you think flipping is a good thing, its not going to be common place in PoE unless PoE makes trading/online economy less prelevant
And your point about value relevance is in a vacuum, if you try to increase the variance in items (to try and increase the variance in value), thats just going to drive more people into trading (because higher variance means less of a chance of people finding what they want naturally) which will just stabalize the prices Variance of value on a product is driven by lack of information on the product. How that is achieved is irrelevant, but making more people trade those produts does the exact opposite, it creates an open market which gives people freedom of information. The only reason why know, that a legacy kaoms is roughly 60 exalts in standard, is because so many people are trading it for that price. You can try and flip as much as you want on that Khoams, but its not going to happen Look at it in real life, laptops have a huge amount of variants or "variables", arguably more than a PoE Item (ram,cpu,build material, screen size, screen density, OS, company, support) etc etc. Yet if you try to sell a laptop to someone for 10000, unless that person is a complete moron, they won't purchase that laptop The only way PoE can make flipping and bartering, and the whole premise of flipping and batering is abusing lack of information (the only way to barter an items worth is by one person arguing how much they think an item is worth, and the other person countering that but what they think its worth, but if a person already knows that item X costs Y because there already exists multiple instances of item X at roughly price Y, you can barter as much as you want, but unless the person is really desperate, you are not going to get anywhere). Bartering is independent valuation of items, thats the whole definition of bartering. The only way bartering works is if someone things an item is worth something thats significantly different to another item, and that happens due to lack of information about the item. Increasing the amount of people trading does the opposite of restrict information about the item. You argument about interesting is shallow and simplistic. An item is not more interesting if it has a higher range of potential value, interesting is a purely subjective thing, and many people see interest in different ways And for your information, I don't think a game should be like real life, I am explaining why things happen they way they are. If it was my way, I would make PoE completely ignorant of any economy, just like D2 and TL and TQ are, that is, screw any concept of maintaining an economy. When you deal with massively online games (and I mean online in the general term online, as in you have a huge number of people interacting with eachother), you start dealing with human behaviour and psychology, and the best example of that is real life |
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Didn't feel like quoting deteego in a strictly chronological order.
"Although I'd like that as well, for the purposes of this thread I'm focusing on increasing valuation variance for players looking at the same item. In other words, more disagreement between players on what a particular item is worth. To very briefly address the topic of item affix diversity: I want to see more balance between builds, and more specialization of itemization towards those various builds, to make the most diverse (and — dare I say it? — interesting) itemization possible. "No, it's not. Barter is a system of exchange by which goods or services are directly exchanged for other goods or services without using a medium of exchange, such as currency. Trading a bow directly for a ring, rather than trading the bow for 5 Chaos then buying the ring for 5 Chaos, is barter. Haggling (or bargaining) is a type of negotiation in which the buyer and seller of a good or service dispute the price which will be paid and the exact nature of the transaction that will take place, and eventually come to an agreement; it is an alternative pricing strategy to fixed prices. ""Abusing" is such a harsh word, and as I said earlier this post, by "bartering" you mean "haggling." But yes, it is a limited-information game, not necessarily as refined as but nevertheless using elements similar to poker. Thus, you're absolutely correct in bringing up information-limiting as the key game design issue here. A great example was the once-hidden knowledge of the 20% quality gem formula, which I thought was a really cool thing to have in the game; it's a bit of a shame it was spoiled. And now, for your best point thus far: "Well that there is a decent point. For example, the most commonly traded items in PoE — currency items — have the most established prices, while gear tends to be more flexible. However, what I'm really trying to refer to valuation difficulty per unit of experience. As a means of explanation, take making level 80 in Hardcore. This is a bit of a skill-tester, beyond just putting in time, because if you make a mistake you might die and have to start over from the beginning. Even given large amounts of time, one might never reach the objective, while a few would reach it relatively quickly. In the same way, I imagine that players getting more and more skilled at valuation is to some degree inevitable, and a function of time elapsed. This does not, however, mean that it cannot be made more challenging, and even have experienced players debating the value of a particular item, giving significantly different valuations. The aim here is not so much to make trading extremely difficult for the neophyte, but to make trading remain difficult for those who have a lot of experience with it — in other words, (relatively) easy to learn, but difficult to master. I'm not looking to create arbitrary restrictions which get in the way of trading, nor am I actively seeking that trading noobs will be ripped off by pros, but I am trying to make it so that even trading pros have to focus and think hard, lest they get ripped off themselves, rather than having all the answers at their fingertips. I want the "trading endgame" to be a true skill-tester. And if that means that some parts of trading chew up some noobs, that's acceptable in my book; one can't increase the difficulty for the pros and expect zero collateral damage on the noobs. I want trading to be just as much of a skill-tester, just as hardcore, as farming, rather than the easy-win pseudo-cheat-mode it is now. Nevertheless, it's true: the harder the push to trade, the more trading happens, and the more trading experience players get. Although I still believe increasing push to trade would increase independent item valuation in an absolute values sense, I definitely will concede to you that it decreases the ratio of independent item valuation compared to price-flattening, valuation-consensus behavior. (In a way, it's much like the armour formula, where the more damage you take, the more damage armour prevents absolutely, but the lower the percentage mitigation becomes.) And since I actually do care more about the percentage than the absolute amount, I can actually agree with you: decreasing push to trade would have a net positive effect on independent item valuation. I guess I was wrong on that one. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Nov 18, 2013, 3:53:16 AM
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GGG cannot limit the information to players, its just not possible, which is why your page long response along with your idea goes down the drain. Any kind of system they can think of will be ineffective, its like combating piracy. Its either going to be impossible to police, or completely impractical to enforce
If I wanted to, I could D3 auction house system for PoE, and there is nothing that GGG can do anything about it unless they want to shut down their website Last edited by deteego#6606 on Nov 18, 2013, 5:52:30 AM
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"Not linking items in the forums (nor in trade chat, if you had a bots on their monitoring the trade chat and sending you itemdata that way) would probably stop your third-party site cold. Simply stopping third-party sites is easy, the problem is what to replace it with; obviously, they'd need a much better system than that which they have now if they were going to seriously consider shutting down item linkage. I've already described the type of silent auction system I'd like to see; I linked it earlier in one post, and described it briefly in another. That's the kind of system I'd like to see them make available in-game, and, in the long run, removing the ability to link items in forum or chat is exactly what I'd like to see happen. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Nov 18, 2013, 6:40:37 AM
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I am a player and I do NOT want an auction house.
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" As long as I can log onto the website, and I can get all item info I need to (which I can, thats how PoE works), there is nothing that GGG technically can do to stop this |
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" If only we told D2JSP that. Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056
Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 |
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"D2JSP operates based on user-provided data, it doesn't and can't go into D2 (or any other game) and extract information unless the developer makes it possible. I'm not suggesting this in a vacuum; a solid in-game trading system of some kind is required, or else players will go to places like d2jsp, because that will be the only thing to do. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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