QoL Features from Chinese PoE That Should Be Added to the International Version
Some auto pick up is necessary, for the trading implementation I'm a bit worried, that it would make flipping to easy
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" Revive Coins - We already have the non-p2w version of this. Pet Auto-Item Pickup - Horrible idea, will fill up inventory with crap. VIP System Daily Login Rewards Tactics used by p2w games to make players feel like they have to log in and play every day, absolute dogshit and the worst thing added to gaming. Auto-Identify Feature - People can just hover over item or make loot filters to see if items are good and skip picking up any other item, not a good idea. Maybe If you could use critical thinking, logic, reasoning and deduction skills you would come to understand the list contains a lot of horrible suggestions. |
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" The auto-pickup feature is separate from trading—they don’t really intersect. The main issue with trading and flipping is about how quickly and efficiently you can exchange items, not about how you collect them in the first place. If anything, auto-pickup simply reduces the tedium of looting so players can focus more on the gameplay experience rather than constantly having to manually grab currency or common drops. Flipping in PoE would still rely on market knowledge and timing, not just automation. The ability to auto-pickup items doesn’t change the fact that trading and flipping require you to know what’s valuable, price accordingly, and engage with the community market. So the concern about auto-pickup making flipping easier doesn’t seem like a major concern or draw back, because flipping is a strategic and knowledge-based activity, not a mindless loot grind. What auto-pickup does is just make the game a little less about micromanaging inventory and a bit more about actually engaging with the gameplay. ![]() |
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" 1. Revive Coins – You’re right, we do have the non-p2w version of this in the form of portal scrolls and map mods. But Revive Coins would just make it easier to keep the momentum going in softcore leagues without wasting time running back to the map. It wouldn’t change difficulty—it would just make the game less about dealing with frustration. Not everyone has the time or patience to walk back to the map after each death, and it’s not the most engaging part of the gameplay. 2. Pet Auto-Item Pickup – The pet automatically picks up only currency items (e.g., Chaos Orbs, Exalted Orbs, and other common currency), reducing the need for manual looting of basic items. This streamlines the gameplay by saving time without cluttering the inventory with unnecessary loot. It allows players to focus on combat and strategy rather than spending time picking up currency after every encounter. 3. VIP System - A battle pass-like system that provides QoL benefits like additional cosmetics, stash space, or convenience features without disrupting game balance. This could offer a way to support the game without giving players pay-to-win advantages. 4. Daily Login Rewards – Small bonuses for logging in each day, such as currency shards or crafting materials. These would encourage players to log in without resorting to FOMO mechanics or disrupting gameplay balance. These features are quality of life improvements that would remove frustration, not fundamentally change gameplay. If they were properly balanced, they could be optional and wouldn’t reduce the challenge or strategy in any meaningful way. PoE is all about player choice—and adding a little convenience, when done correctly, doesn't hurt that core principle. Ah, my bad! I must’ve missed the part where you’re the sole arbiter of what qualifies as "critical thinking." I’ll make sure to run my suggestions past you next time to avoid any potential "horrible" ideas. But hey, if you’ve got any better suggestions for improving QoL without upsetting the balance of the game, I’m all ears. Last edited by Sirius_Man#0785 on Feb 9, 2025, 9:55:20 AM
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" 1. They are called omens.. and death is supposed to be punishing. 2. Great lets make botting even easier.. Deciding whats worth it for you to pick up is part of the game. Already a billion threads about AH and why its bad. " Keep them coming, makes your arguments seem so much better. Last edited by Tumulten#3988 on Feb 9, 2025, 10:08:00 AM
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" 1. Of course, death is supposed to be punishing—but not so punishing that it makes you want to stop playing the game altogether, right? It's about keeping the challenge without the frustration. Or is the grind just an endless test of patience at this point? PoE is the new Patience Simulator... 2. And, botting? Really? Adding a pet to pick up currency is somehow going to make botting easier? I guess I missed the part where one pet in a massively multiplayer game turns it into a botting paradise. The same pet that literally just picks up currency—which people already manually pick up anyway. I'm sure bots will have a field day with that. You claim it will make "Botting Easier" but that's incorrect and people have already ruined the economy by botting and RMT'ing so that's a silly thing to bring up considering the market place is OWNED and RAN by the TAIWAN RMT MAFIA. 3. As for deciding what's worth it, it’s one thing to manage your loot, it’s another to waste time picking up the same coins over and over, just to free up space for the real loot. It’s a minor convenience, not an auto-loot-all button. But hey, I’m sure a few more hours manually picking up chaos orbs will totally enhance the experience. I'm glad you find it fun when your screen is covered in garbage loot while mapping a juiced T15+ map XD 4. "Already a billion threads about AH and why its bad." - And of course, a thread about Auction House? I’m sure the hundreds of players discussing it means it’s completely irrelevant. Let's just ignore the fact that it could be a non-intrusive way to make trading easier. No big deal, right? Keep the feedback coming—it's helping me see how these small suggestions are clearly ruining the game. Really great insight here, thanks for adding nothing of value to the community. The developers Jonathan and Hrishi in the video below: INSTANT BUY-OUT TRADING in PoE2 & Itemized Aisling and other services in PoE 1?!?! https://youtu.be/RskRFwgoQ5g?si=srdyAc4O-6OhZT7q Acknowledged the need for an auction house with instant buyouts and a proper search function. They aren't against trade but want to control it with gold as a limiting factor, preventing excessive flipping while keeping it accessible. The devs are designing a system where trade exists but doesn’t overpower loot drops or crafting. Instead of removing or limiting trade, they're integrating it in a way that maintains balance. You can check these timestamps for verification: 1:56:27 – Discussion on auction house and trade improvements. 1:57:20 – How gold will act as a limiting factor for trading. 1:58:51 – Auction house plans and restrictions to balance trade. The RMT's raise the market price's so it forces the player base to buy currency from their websites. It's a classic tactic. They are part of the Taiwanese Gaming Mafia / Union and each person runs 5,000 bots each. They operate in all main MMO's: https://www.youtube.com/watch?v=XnauN2pkDBQ Here’s a list of games with auction houses that prove Path of Exile 2 has no excuse: EverQuest (1999) Ragnarok Online (2002) Final Fantasy XI (2002) EVE Online (2003) World of Warcraft (2004) Final Fantasy XIV (2010) ArcheAge (2013) The Elder Scrolls Online (2014) Black Desert Online (2016) Albion Online (2017) These games span decades and offer player-driven trading systems that are accessible and functional. Meanwhile, Path of Exile relies on outdated trade methods that force players to use third-party tools. How is this acceptable in 2025? If developers could figure this out over 20 years ago, there’s no reason PoE 2 can’t have an auction house. This isn’t about “philosophy”, it’s about refusing to modernize because they cater to the RMT's that dominate the current trade system and market. Grinding Gear Games, take note—this is long overdue. Why Do People Oppose Auction Houses? Follow the Money... the people most vocally against auction houses in games like Path of Exile often have something to gain from manipulating and exploiting the current system. The trading process allows for: 1. Price Manipulation: Without a transparent, centralized system, scammers can inflate or deflate prices through market collusion. They prey on inexperienced players who don’t know the fair value of items. 2. Exploiting Frustration: Many players don’t have time for endless trade whispers or haggling. This frustration is exploited by individuals who lowball desperate sellers and resell items for massive profit margins. 3. Gatekeeping New Players / Casuals: The complexity of manual trading acts as a barrier, keeping less experienced players from participating in the economy. This ensures that veterans or "market sharks" maintain their dominance. 4. Third-Party Tools and RMT (Real Money Trading): Some of these individuals rely on third-party tools or even real-money trading. A proper auction house would cut into their shady operations by making trading transparent and accessible to everyone. An auction house can mitigate these opportunities for exploitation. Transparent pricing and convenient access level the playing field, benefiting the majority while eliminating the advantages scammers and cheats currently enjoy. Anyone fighting against that probably has something to lose on the black market. How the Auction House might function: 1. 30-Item Sell Limit per 15 Minute Cooldown Why It Works: Reduces market manipulation by limiting the sheer volume of items bots can flood into the Auction House (AH). Forces players to prioritize meaningful listings, which could lead to better-quality trades overall. It’s a bot deterrent as they rely on scaling volume to generate profit. Additional Suggestions: Tiered Listing Limits: Base the cap on the item’s rarity or value. For instance, players could list only 5 unique items at a time but have no cap for common/rare items. Cooldown for Adjusting Listings: Include a short cooldown (e.g., 5 minutes) before players can re-list items they’ve just delisted to prevent price manipulation. 2. 15-Minute Cooldown After 30 Purchases Why It Works: Slows down automated buying, a tactic bots use to snipe underpriced items for flipping. A cooldown across the entire account ensures bots can’t bypass restrictions by cycling through characters. Additional Suggestions: Exempt Crafting and Currency Items: Allow unrestricted trades of lower-value items to avoid inconveniencing regular players who are purchasing crafting or consumables in bulk. Cooldown Scaling: Increase cooldown duration after repeated cooldown triggers (e.g., after three 15-minute cooldowns, the next one lasts 30 minutes). 3. Account-Wide Cooldowns Why It Works: Prevents bots from bypassing limits by creating multiple characters on the same account. Makes botting less efficient by introducing downtime across the board. Additional Suggestions: Introduce progressive penalties for accounts that consistently hit cooldowns, such as further reduced purchase/sell caps or temporary bans. Consider grace periods for legitimate players with high activity but no suspicious behavior patterns. 4. Tier System for Items Why It Works: Limits apply only to higher-tier items (rare, unique, etc.), ensuring that restrictions target the most valuable trades where bots tend to operate. Leaves low-tier gear trading unaffected, making the system less frustrating for average players. Additional Suggestions: Include dynamic pricing thresholds (e.g., only enforce restrictions on trades above a certain currency value). Offer a premium trade option (e.g., pay extra currency for reduced cooldowns for critical purchases). This approach is well thought out and tackles several key problems bots create in online marketplaces. Here's a detailed breakdown of your proposal and why it's effective: 5. Dynamic Limits Based on League State Why It Works: Accommodates the natural trading spikes during the early and late phases of a league, improving player experience. Bots typically focus more heavily on the start of leagues, so stricter rules during that phase make sense. Additional Suggestions: Monitor trading trends to dynamically adjust the number of items a player can list or the cooldown duration. Scale limits per league participation milestones, e.g., more relaxed restrictions for players in late-game stages. 6. Dynamic Taxation on Flipping Why It Works: Deters bots from profiting through rapid item flipping, a core strategy they use to manipulate the market. Encourages thoughtful trading by penalizing unnecessary resale attempts. Additional Suggestions: Introduce graduated taxes: Lower taxes for items held for longer durations and higher taxes for rapid re-listings. Tax could also scale based on item demand or value, discouraging manipulation of high-demand items. Use a tax rebate system for items that don’t sell after being listed for a long time to avoid penalizing legitimate players stuck with unwanted gear. 7. Cooldown Notifications & Transparency Why It Works: Improves player acceptance by explaining why restrictions exist and how they help maintain a healthy economy. Reduces player frustration, as they can adapt to limitations when they’re clearly communicated. Additional Suggestions: Add a counter system showing how many listings/purchases a player has remaining before triggering a cooldown. Provide tips or guides to help players optimize their trading activity under the system. |
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Already responded to your copy paste in some of the other 100 forum posts you have pasted it into.
Video about currency exchange, that's in the game.. Last edited by Tumulten#3988 on Feb 9, 2025, 10:57:23 AM
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" " And you still don't understand the majority of the community isn't enjoying the game in its current state with its bugs, exploits, and in some instances trash mechanics. [Removed by Support] |
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" Never said that and not what this thread is about. |
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" Don't interact, just report - dude's got posts with literal hate speech still up. |
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