Why is there no auction house?
I would rather they implement something where you can visit a player's hideout (but not be able to use their portals) and there's a special stash that you can see their public tabs and if you have the currency you can buy the item. Not as bottable as an AH, more player interaction (you see their hideout, maybe run in to the guy or other exiles buying stuff).
Chill Jams
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" This is a trade shop, which a lot of RPGs use. The key here is still automation, which GGG does not want. As someone who trades exclusively for most items, I prefer automation, but I also admit it cuts the gear grind. I'm no game developer, so I will leave it as that. | |
I'm against it for two reasons;
1) I don't think being able to earn currency while not playing the game should be part of the game. 2) I think trading is healthy for this game, but I also admit it circumvents progression of gear to a point. Currently, you have to actually interact with another player, visit each other's hideouts while neither of you are AFK and manually trade. That, in my opinion, is a fair balance; you can trade, but you actually have to put in a little bit of effort. | |
" Except you're not? POE made an official trade Feature, and it works great. better than Poetrade. In regards to the post above me, I had an idea, what about a marketplace ingame where trading is enabled? it would certainly remove the annoyance of having to hideout hop and force 10 loading screens all the time. Last edited by Xerise on Jan 2, 2018, 12:21:01 AM
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" 1. Playing poe.trade is NOT playing the game. Dropping out of maps or whatever you are doing while playing, in order to sell, is NOT playing the game. 2. When a seller actually responds, 3 clicks and a 'ty' is not really player interaction. Both sides might as well be bots. I agree with the post a couple back. An in hideout NPC seller that interfaces to your tabs solves most if not all the problems people have with an AH. As also noted however, it's not going to happen. The elites must be protected (per Trading Manifesto). | |
AH's can work in MMO environments.
PoE is not an MMO. It's an ARPG. ARPGs have a different structure (than MMOs), and different driving motivations. Just because two games have "RPG" in the description, doesn't mean that they're the same type of game, or that the same structures would work. MMOs have a shared overworld where players compete for resources. Individual items have far less variation (set items frequently have none). Most end game content is "group required" and most end game rewards are Bind-on-pickup. Most gear that is not Bind-on-pickup is Bind-on-use. Or ... you get situations like EVE Online, where "gear" items are really just consumables. Further, since this thread was started, Chris Wilson has posted a Trade Manifesto, which can be found here: https://www.pathofexile.com/forum/view-thread/2025870 Regardless of whether or not you agree with him, or even believe him, if you wish to comment on the issue of trading in PoE, you should at least read it, because most of your concerns, questions etc, are actually addressed within. If you want a TL:DR then it's because the devs believe that the alternative to the existing trading system would be worse. They feel that trade is already too easy, and that this is the lesser of two evils. Reducing scamming and price fixing is an separate issue. GGG could introduce a "trade satisfaction" tag to each account. Each account could be enabled to add a positive or negative tick to any other account. That score could be shown next to a given traders name on any of the trade sites. The sites could offer the option to exclude those who had a negative value score. Yes, there are pros and cons to such a system, but it would be an added layer of screening that doesn't currently exist, and which would be either user driven, or automated, meaning GGG wouldn't need to add additional staff. Finally, yes, additional "dwell time" within the game does indeed boost GGG's profits. GGG is a for-profit company. They really have on going costs to cover, and they really do deserve to make money on their IP. They're incredibly generous with what they "give away", but expecting to play indefinitely simply because they have an FTP business model is unreasonable (in my opinion of course). For a very moderate sum (of about $20 to $50 USD) one can play quite happily for years. I just don't think that's unreasonable. 'A Balrog,' muttered Gandalf. 'Now I understand.' He faltered and leaned heavily on his staff. 'What an evil fortune! And I am already weary.'
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" (1) Ell-o-Ell. It is an integral part of the game. Admittedly you have to put in a little effort to get started, but once you do you don't have to kill a single mob to gain massive wealth. This process has been around since early MMOs (East Commons in Everquest on my server). (2) I am genuinely curious how trading affects the "health" of the game. How "interaction" makes a whit of difference in a purported ARPG (I get it, it has tangented into something slightly different, but it is an ARPG at it's base). Would not balancing the drop rate around single player gaming be as "healthy" as having lower drop rates and trade? Point 1 is sarcastic but where have you been for the last couple of years. Point 2 is a legit discussion point. |
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Here is what i would like to see.
In game version of poe.trade type interface. A Merchant in my Hideout that is only available when I am online. Still require the Grouping and Hideout Visits but let the merchant do the work I have to do so I don't have to ignore all the messages when i am in Lab or Maps. This just makes it a bit easier on the seller but is just as much work for the buyer. Oh and I would like to see pets pick up currency like in Diablo. | |
game is great for casual player to do all story acts and few white/yellow map.
after that game is months grind or if u play SSF its take year or so do end game. having AH would give casual access to end game. current trade system is really awfull, its like going chinese black market. Last edited by Junkkis on Jan 3, 2018, 8:11:37 AM
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