Make Separate Trade Tab for Orbs to Scale with Supply & Demand for In-Game Price Checking
Diablo 3 has implemented some form of this in their Commodity Auction House, and so has Guild Wars without the use of an Auction House by instead using an NPC who trades materials.
Therefore, PoE can do the same or something similar, and since PoE's economy is driven mainly by Orbs, there needs to be a dedicated Tab for Orbs only! Implementing an Orbs Tab strictly for Orbs only within the existing NPC’s trade window would be the best thing that ever happened to PoE. The Orbs Tab can act as an in-game Price Checker for players without having to consult flawed third-party sources for price checking anymore! This will also help in greatly reducing the amount of in-game scamming during trading. When in doubt or in question on a price of an Orb, players can then consult the Orbs Tab at any time to check the prices of any Orb. NOTE: This would NOT kill trading between players. The idea is NOT to pay what the Orbs Tab sells Orbs for TO players. That would be silly! Instead, players would be able to take from the Orb Tab’s prices (via their exchange rates,) lower that base price, then players can place their bargain price(s) in the Trade Chat to other players! Unfair prices to other players is simple as adjusting your asking price(s). Let’s continue . . . Unlike other Vendor Tabs, the Orbs Tab’s stock and price would be dependent on the Supply & Demand of the player base in PoE. This Tab would show the ratios / exchange rates between Orbs of all kinds. So let’s say the Orbs Tab tells you it takes 28 Chromatic Orbs to BUY 1 Regal Orb. IF that’s the case, players can put in the Trade Chat they’ll trade 1 Regal Orb for 24 or 25 Chromatic Orbs, or vice versa. The above would be exactly how all other Orbs (sold in the Orbs Tab) would be determined in price value TO other players by consulting this Tab. Sound simple? That’s because it makes sense. Whatever Orbs players cannot afford they cannot afford! With that being said, obtaining certain Orbs (besides the fabled Mirror of Kalandra currency) should not be limited in that they are only obtainable in certain Acts or Difficulties. ========================== HOWEVER, I have a solution if PoE's Team is to LIMIT purchasing certain Orbs: GRAY THEM OUT. Their exchange rates would still be visible to NEW Players, but they cannot be bought. The above can be done by 1. doing a level check on the player (through a little bit of coding) and 2. making sure that a player is in the right Act or Difficulty to purchase certain Orbs. ========================== How would it be made possible for the Orbs Tab to scale with In-game Supply & Demand? Before I start, I want to point out something someone said here, and I quote, "It would only take a couple or few players to trade back-and-forth orbs at ridiculous prices (without losing anything, mind you) to artificially inflate prices to the point where self-found and solo-only players can't afford vendor prices." End of quote. To which I replied, "Make it to where if two or more traders are seen trading too fast, then the arithmetic in their trade in the algorithm used to calculate Supply & Demand would NOT be counted." End of reply. However, even the above stated is NO perfect fix. Here was my flawed idea someone responded to . . . Quote of idea, " In order for the Orbs Tab to obtain ratios between players trading Orbs is there would have to be an algorithm made in that it records and calculates Orb Number Amounts and the Name of Orbs being traded between players when a trade is complete. After the above stated, the algorithm would then record the names of those Orbs and tally the ratio numbers between them, weigh them out, and present to players the most-chosen exchange rates only in the Orbs Tab for all Orbs after being traded between players. NOTE: Since this Supply & Demand System would be NEW, PoE's Team would have to let it calculate these values for at least 24 to 48 hours in order for it to launch. Until then, this new window would be temporarily grayed out (for the first time) telling players the prices of Orbs will be up within X amount of hours Yeah, that wouldn't go over so well, but that doesn't mean there's not a FIX to this. As said in the beginning, if Diablo 3 (as crap it is, my opinion, sorry) and Guild Wars can do this, then PoE can make a system like this as well. “When will the Orbs Tab update prices?” Answer: Every X amount of hours (let’s say 6 hours) the exchange rates / ratios for Orbs will update periodically within the Orbs Tab. Thank You for reviewing, GGG. HeavyMetalGear When game developers ignore the criticism that would improve their game, the game fails. Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) Last edited by HeavyMetalGear#2712 on Jun 29, 2013, 12:21:13 PM
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SO, if I'm understanding you properly, you want in-game vendor orb prices to reflect what they are worth in the player-to-player commodities market?
IF I am understanding that correctly (and if I'm not, please ignore my post) that's a bad idea. It would only take a couple or few players to trade back-and-forth orbs at ridiculous prices (without losing anything, mind you) to artificially inflate prices to the point where self-found and solo-only players can't afford vendor prices. I've played enough D3 (and other multiplayer games with commodity-based markets) to know that this is a HORRIBLE idea. If you want an in-game vendor option for commodities, the last thing you want to do is base it DIRECTLY on supply and demand. A tracker of trade prices is fine, but it needs to be completely independent of vendor prices. |
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" And you know what? You're right, however, like I said, that method was off the TOP of my head regarding the proper algorithm. Other methods can be used, I am sure. Want me to give you an example? Guild Wars. Explain that one. The game Guild Wars does this all too perfectly somehow via by using the 'Rare Material Trader' in that game without an Auction House. For years, no one has been able to manipulate the system that game has, and it beats the Hell out of Diablo 3, and it's an 8-year-old game made back in 2005. There's the kicker! In order for PoE to succeed in a Price Check System for Orbs like this, they need to find a working algorithm. I'm no coder so I just gave an idea that naturally came to me. It's been done (what really hasn't, anyway?) Heh. However, there can also be something implemented to WHERE if two or more players are trading TOO fast, to not calculate their trades. Something has to give because I know this is possible. Anyway, I gave GGG here the blueprint of ideas. Now, it's up to them to decide. When game developers ignore the criticism that would improve their game, the game fails. Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) Last edited by HeavyMetalGear#2712 on Jun 9, 2013, 5:44:28 AM
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" Probably the best way to deal with this and get the result you want is through a system like D3's commodity AH, and before you nay-say me, hear me out. I'm not talking buying/selling gear, skill gems, powerful items, etc. I mean only commodities; essentially, in this game, currency items. This is the ONE way in which D3's AH works properly, and it's because prices do rise and fall based on supply and demand. Commodity items are fairly easy to get in that game and not universally useful, so they DO drop in price to the point where they can and often are cheaper to buy then to farm (at currency/time unit standards.) Perhaps a system like this alongside the vendors could do well. |
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" I'm not going to nay-say you at all for reason being I appreciate your feedback, and the fact you're not implying for GGG to make a Money Cow, Pay-to-Win Auction House. You said, Quote, "a system like Diablo 3's commodity AH." End of quote. Or, as I mentioned, a system like Guild Wars' Supply & Demand System. However, if GGG did make an Auction House for Orbs (or whatever else) it would have to be an Auction House that doesn't operate around real-world money. That just ruins the fun! And if people want to support PoE, there are always Microtransactions, which I think is an ingenious way to get players to help fund the game without ruining the gameplay. Anyway, however it would need to be coded, making it similar to D3's or Guild Wars' system would be fine too, so long as whatever method PoE's Team uses makes sense in that it correctly records and calculates Supply & Demand values of Orbs, and for those Supply & Demand values to update periodically for players in the 'Orbs Tab' I mentioned here in this Thread. When game developers ignore the criticism that would improve their game, the game fails. Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) Last edited by HeavyMetalGear#2712 on Jun 9, 2013, 5:33:22 PM
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Thank you for understanding the distinction I was trying to make, I appreciate that.
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wow dude, i just posted sorta the exact same thing....
IGN Lytnin
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" Even if you did, it just goes to show I'm not the only one here who thinks a Demand & Supply System like this should be implemented in PoE so players can Price Check Orbs. That said, I didn't think this particular Suggestion was suggested yet so I posted this. Perhaps your thread was overlooked like many threads are. I hope this thread here is a reminder for GGG because the game would be so much more enjoyable with a reliant Price Check System within a single Tab for Orbs. Anyway, Thank You very much for your time and reviewing this. P.S. Yeah, you pretty much did post almost the same thing, which is amazing we posted at almost the same exact time. When game developers ignore the criticism that would improve their game, the game fails. Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) Last edited by HeavyMetalGear#2712 on Jun 9, 2013, 2:44:03 PM
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bump
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) |
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bump
When game developers ignore the criticism that would improve their game, the game fails.
Just because a game receives a great amount of praise vs. only a small amount of criticism does not mean to call it a day and make a foolish misplaced assumption that it is perfect. (me) |
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