Why Arguments Against AH Fail -- And A Suggestion

AH was one of the biggest reasons D3 was bad. If poe gets AH droprates will need to be adjusted to avoid inflation. That would just suck.

Its fun to find your own items, to be able to. Its also fun to meet someone in game and diskuss price (and maybe get a great deal which isnt possible in AH where prices set quickly).
To OP

You are right on most things but you still fail to realize what would very effective and powerful global trading system achieve.

First, it would destroy balance, difficulty would be heavily impacted. Then, inflation, horrible inflation. Then bothers and RMT paradise. Then flippers, AH scavengers.

Efficient AH has major, major impact on game, most of it it's bad one, easier trading and gearing is not always good. Game becomes more economy based then playing based. Every noob could buy decent gear for few chaos. Les things would be vendored. Prices of all things would drop considerably.


etc.

IGN STD Ajax_Deadeye| Nathaniel_Corwin| Itane_Shira| Tetra_Mayani| Arkanis_Gath
[Build] TK's CoC Crit Shadow aka THE WELDER /view-thread/787487
[Shop] TK's Adventurers Pawnshop /view-thread/570071
"
Thorien_Kell wrote:
To OP

You are right on most things but you still fail to realize what would very effective and powerful global trading system achieve.

First, it would destroy balance, difficulty would be heavily impacted. Then, inflation, horrible inflation. Then bothers and RMT paradise. Then flippers, AH scavengers.

Efficient AH has major, major impact on game, most of it it's bad one, easier trading and gearing is not always good. Game becomes more economy based then playing based. Every noob could buy decent gear for few chaos. Les things would be vendored. Prices of all things would drop considerably.


etc.



These are assumptions, and only some of them happen if they implement a D3/WoW style AH. What I want is just an in-game tool to list and search items. Leave the bid/buyout part off completely and price setting will never occur. All you do is contact the seller and make a trade, preserving the "human interaction" part that some people love for some reason (frankly, I hate most of the people I end up trading with because they all think they are expert economists/merchants and try to screw you on the deal). This also makes trading faster, as you can only list an item if you are online. Let the snail-mail people use the forums if they want, but most of us want to trade right away without waiting for days.

As for difficulty, I can't really see how this would change anything. People already use poe.xyz for the same purpose and make the game easier that way. You'll never get rid of RMT botters and AH scavs/flippers--people do that even with the current trading system thanks to poe.xyz. So what you're left with instead is a gimped trade system that promotes predatory mercantilism and a $pam Chat that serves no useful purpose.

There would be real benefits other than the obvious convenience to such a system:

-It makes searching items easier, and since most people list their price or offer, just browsing can teach newer players the economy just by getting used to the averages of offers for different items. This would make the economy less confusing and more accessible.

-If inflation occurs as most of you fear it will, this is a GOOD thing. This would promote the crafting system that's already in place. Currently, most people would already rather trade than craft because RNG is so fickle and items are generally very cheap (only a few chaos). If inflation drove prices up, people would be willing to craft more instead, and this would inherently combat that deflation. In the end, the economy will stabilize itself. This is also the primary reason I don't believe they would have to touch drop rates at all...

-If they don't touch the drop rates, you can still play "self-found" if you like. I think most of us do this until late Cruel or early Merc anyway, so just supplementing it with a few trades along the would be really easy instead of very difficult (thanks to $pam Chat).

-Most people like to play the game, but having to tab/exit out to make a trade directly interferes with this experience. An in-game trading system lets you just make a quick trade and be on your way. Minimum hassle. Maximum play time.
Personally I loathe the idea of bartering/trading with real people. Mostly from my experience in having to deal with people in general (especially online, although it's not fun in real life either, e.g. buying cars, barter shops in Jamaica and Haiti, etc). I prefer to just play the game as though it's single player, or multiplayer LAN. However, with the vendor prices, it doesn't feel feasible to me (I'm still very new to the game, but very familiar with the genre).

I can't say I know enough about game economies or AH impacts to say one way or another whether or not they are right for this game. I do enjoy the appeal of being able to drop my items in a screen, go play the game, and then come back to some extra currency though as I'm sure is the testament to all the players begging for an AH or some sort of improved trading system.

Ultimately though I'd be happy with improved vendor pricing. I can't say that I've run across any epic gear yet as I'm a lowly level 44 who just started playing Cruel, but I can say that an unID unique vendoring for 1 scrap of wisdom seems unbalanced. Even ID it went up for I believe 3-6 shards of trans/alch (don't remember which). I have a pretty good understanding of gear at this point (experience in the genre, youtube guides, forums, math, etc) and the vendors just don't pay at all like people.

I would be happy if vendors had a better idea of the value of items from a gameplay perspective as opposed to an economy perspective. Ultimately the currency is only useful for barter and use, and I would imagine that the barter system is based on some end user eventually using the currency for it's tooltip purpose instead of buying, so hopefully at least most of the currency is going into gear and being eaten by the RNG.

If the end result is that currency is used to craft gear, the RNG is the currency sink, and the poor trade system keeps there from being any real established economy (X gear is worth Y currency), then I don't see how having better vendor prices will disrupt the game. Especially if the vendors are able to perhaps keep their prices lower than what the actual value of the gear is (or lower than what you could likely trade it for in a person-to-person trade).

I guess what I'm saying is that the issue with a real money auction house is that the game becomes pay to win and you end up with a whole lot of users with the ultimate goal of cashing in. In a typical AH you make end game gear "too easy" to come by (although you still have to farm currency to buy it so to me it really turns it in to a time=reward rather than luck=reward (RNG), but that's a matter for another post).

So... a better vendor price means time(is more equal to)reward (vendor item, receive currency, feed currency to RNG god, ????, profit!). End game gear will not be "too easy" to get because since currency is easier to get, costs will be higher. And obviously no real money has changed hands, so their is no pay-to-win issue.

The only real flaw I see is that since you're increasing currency technically you have more chances to RNG good gear, so you would likely be slightly increasing how easy it is to get good gear, but technically since it's all RNG based anyways, more plays does not equal better chances to get said gear, just more of them (It's late and I'm not good at explaining things but if you look at flipping a coin, the odds are 50/50 no matter how many times you flip the coin, but if you were to bet that out of 100 coin flips you would get heads 100 times, you'd be pretty stupid, even though mathematically speaking your betting system would not be flawed).

So... yeah. Better vendor prices, perhaps a slightly better trade system (less spammimg WTS/WTB and more actually selling/buying stuff) I think would go a long way.
I think the problem with the auction house is you could see ever single item in the entire game for sale and it dropped the value of everything to the point it was worthless unless you found something really godly. I like that right now you at least have to put in the effort to sell your items. Another problem is new players are already discouraged with their inability to get anything of value to drop, an auction house would make it very hard for them to sell their basic items to get farming gear. When I think of an auction house I think of d3 and wow , and I think just that thought process alone can drive people away from a game. I love poe and almost all my posts are about how I love the game and all their hard work but an auction house would be a deal breaker for me. I think if we could get say a 30 second delay between spam, it would make trading a bit more manageable.
"
venomister wrote:
I think the problem with the auction house is you could see ever single item in the entire game for sale and it dropped the value of everything to the point it was worthless unless you found something really godly. I like that right now you at least have to put in the effort to sell your items. Another problem is new players are already discouraged with their inability to get anything of value to drop, an auction house would make it very hard for them to sell their basic items to get farming gear. When I think of an auction house I think of d3 and wow , and I think just that thought process alone can drive people away from a game. I love poe and almost all my posts are about how I love the game and all their hard work but an auction house would be a deal breaker for me. I think if we could get say a 30 second delay between spam, it would make trading a bit more manageable.


I think you should read my other responses. I've already countered most of the points you bring up. Chat alone isn't a strong enough system to trade. Even the people who played D2 didn't rely on the chat system in that game. They used D2jsp (similar to poe.xyz), and that was a flawed system as well. The difference is that it was a lot easier to gauge the value of Pgems, runes, and uniques than it is with the "currency" in this game.
"
OmniscientOnus wrote:
Personally I loathe the idea of bartering/trading with real people. Mostly from my experience in having to deal with people in general (especially online, although it's not fun in real life either, e.g. buying cars, barter shops in Jamaica and Haiti, etc). I prefer to just play the game as though it's single player, or multiplayer LAN. However, with the vendor prices, it doesn't feel feasible to me (I'm still very new to the game, but very familiar with the genre).

I can't say I know enough about game economies or AH impacts to say one way or another whether or not they are right for this game. I do enjoy the appeal of being able to drop my items in a screen, go play the game, and then come back to some extra currency though as I'm sure is the testament to all the players begging for an AH or some sort of improved trading system.

Ultimately though I'd be happy with improved vendor pricing. I can't say that I've run across any epic gear yet as I'm a lowly level 44 who just started playing Cruel, but I can say that an unID unique vendoring for 1 scrap of wisdom seems unbalanced. Even ID it went up for I believe 3-6 shards of trans/alch (don't remember which). I have a pretty good understanding of gear at this point (experience in the genre, youtube guides, forums, math, etc) and the vendors just don't pay at all like people.

I would be happy if vendors had a better idea of the value of items from a gameplay perspective as opposed to an economy perspective. Ultimately the currency is only useful for barter and use, and I would imagine that the barter system is based on some end user eventually using the currency for it's tooltip purpose instead of buying, so hopefully at least most of the currency is going into gear and being eaten by the RNG.

If the end result is that currency is used to craft gear, the RNG is the currency sink, and the poor trade system keeps there from being any real established economy (X gear is worth Y currency), then I don't see how having better vendor prices will disrupt the game. Especially if the vendors are able to perhaps keep their prices lower than what the actual value of the gear is (or lower than what you could likely trade it for in a person-to-person trade).

I guess what I'm saying is that the issue with a real money auction house is that the game becomes pay to win and you end up with a whole lot of users with the ultimate goal of cashing in. In a typical AH you make end game gear "too easy" to come by (although you still have to farm currency to buy it so to me it really turns it in to a time=reward rather than luck=reward (RNG), but that's a matter for another post).

So... a better vendor price means time(is more equal to)reward (vendor item, receive currency, feed currency to RNG god, ????, profit!). End game gear will not be "too easy" to get because since currency is easier to get, costs will be higher. And obviously no real money has changed hands, so their is no pay-to-win issue.

The only real flaw I see is that since you're increasing currency technically you have more chances to RNG good gear, so you would likely be slightly increasing how easy it is to get good gear, but technically since it's all RNG based anyways, more plays does not equal better chances to get said gear, just more of them (It's late and I'm not good at explaining things but if you look at flipping a coin, the odds are 50/50 no matter how many times you flip the coin, but if you were to bet that out of 100 coin flips you would get heads 100 times, you'd be pretty stupid, even though mathematically speaking your betting system would not be flawed).

So... yeah. Better vendor prices, perhaps a slightly better trade system (less spammimg WTS/WTB and more actually selling/buying stuff) I think would go a long way.


I absolutely DO NOT want Real Money AH. Ever.

That being said, this game doesn't have to have a D3/WoW style AH. It just needs an in-game tool that facilitates easy trading between players, and AH is the thing most people can relate to. While I personally hate haggling with people, there was never anything stopping people in WoW from contacting the seller to negotiate a better price than the listed buyout (I've done this many times when I felt they were simply asking too much).

I'm not sure where you got the notion that you were ever increasing currency, though. I don't want them to change the drops at all if they implement a trading system. See how it plays out. The fact that ladders reset so often means they are free to experiment and trial-and-error their way to "just right." If after that, the economy seems a bit out of control, THEN they can talk about drop rates. Even then, it's easier to combat by nerfing currency drop rates than by nerfing the drop rates of good gear.
"
AlbinosaurusRex wrote:
They used D2jsp (similar to poe.xyz),
bullshit. d2jsp is nothing other than good old fashioned forum trading

it is nothing like poe.xyz
There will never be an ah :)

please, continue to waste your time posting rage qq threads about it though
"
fsg wrote:
"
AlbinosaurusRex wrote:
They used D2jsp (similar to poe.xyz),
bullshit. d2jsp is nothing other than good old fashioned forum trading

it is nothing like poe.xyz


And that's basically what poe.xyz does. Honestly, they are so alike that I'm not sure how you could think they have nothing in common.

Report Forum Post

Report Account:

Report Type

Additional Info