GGGs reasoning on not making a SFL?

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SL4Y3R wrote:
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DalaiLama wrote:
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polloww12 wrote:


um i read posts where they want increased drop rates for the league... so yah they want all the items handed to them


No, no no. SFL is no about having things given to players. It's about taking things away from other players - ie Trade.

I know there are players who are afraid of how tough SFL will be, but they can play easy mode just like they are used to ;-)




I would love a no trade league with the same drop rates. Count me in.


Imo, one aspect of that would be some more interesting combinations of gear because players will need to use what they can get to drop. Building skill trees to supplement gear will be important, instead of just choosing the optimal tree and then trading for the gear to fill in the holes.

It would also encourage players to move forward rather than over farm low zones, because the drops will get pretty sad if every area they are advancing in is several level beneath their character.

It should make the game a bit more exciting.

PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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Phrazz wrote:
Oh god, were to begin? A real gem it is, indeed.

Tell me, what skills are involved? Value the item? Hit XYZ. Selling the item? Procurement does it for you. Responding "ok" on a PM? Skullfull, indeed. Asking if someone is online? Also skillfull.

If we HAD a barter economy, there MAY have been skills involved. We don't have a barter economy. We have a XYZ-economy, based on B/O's - which is not B/O's, but a price tag. Skills? Give me a break. It DOES require some effort, yes. But the day trading requires 1/100 as much effort as it would take to grind an item, we may be close to a fair balance.

Fact is, people dont want a barter economy or xyz wouldnt exist.

You put it in a such way that, from what I understand it implies that poe.xyz is there because people don't want to barter.

Imho it's the other way around, people don't want to barter because poe.xyz exists.

We people are weak and have the tendancy of taking the easiest path.
No longer a forum dweller, please use PM for contact purposes.
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Phrazz wrote:
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ignarsoll wrote:

Hey, you missed a gem;

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Mr_Mustasch wrote:
Trading requires effort and skill. A league where players can ignore this part of the game is more casual.


Oh god, were to begin? A real gem it is, indeed.

Tell me, what skills are involved? Value the item? Hit XYZ. Selling the item? Procurement does it for you. Responding "ok" on a PM? Skullfull, indeed. Asking if someone is online? Also skillfull.

If we HAD a barter economy, there MAY have been skills involved. We don't have a barter economy. We have a XYZ-economy, based on B/O's - which is not B/O's, but a price tag. Skills? Give me a break. It DOES require some effort, yes. But the day trading requires 1/100 as much effort as it would take to grind an item, we may be close to a fair balance.


I've done a lot of bartering in this game...
I often exchange item for item or orbs+item for item.
Yes, there are a lot of people who only want orbs, but there are many who are willing to trade items too. You just have to have what they need.

There are a lot of skills to trading even though you portrayed them as simplistic in your post. Even with the tools you mentioned there is still a lot of negotiating to do.
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ignarsoll wrote:
We people are weak and have the tendancy of taking the easiest path.


Well, not least because in PoE, for some strange reason, one is encouraged and rewarded for taking the least resistant path. To an extreme I've never encountered before, ever.
Casually casual.

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Alea wrote:
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Mr_Mustasch wrote:
Trading requires effort and skill. A league where players can ignore this part of the game is more casual.








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TheAnuhart wrote:
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ignarsoll wrote:
We people are weak and have the tendancy of taking the easiest path.


Well, not least because in PoE, for some strange reason, one is encouraged and rewarded for taking the least resistant path. To an extreme I've never encountered before, ever.


Oh give me a break, there is a reason this is more well known than PoE ever will be:

↑ ↑ ↓ ↓ ← → ← → B A [select] start
Last edited by Worldbreaker on May 13, 2014, 8:52:22 AM
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Alea wrote:
lol good job, better you waste your time in photoshop imo

I can't play atm (sucks level 32 in 2 week and 93 in ambush), having withdrawls! lol
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majesw wrote:

I've done a lot of bartering in this game...
I often exchange item for item or orbs+item for item.
Yes, there are a lot of people who only want orbs, but there are many who are willing to trade items too. You just have to have what they need.


Yes, if you barter and haggle, there is some skills involved. But a lot? Hardly.
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majesw wrote:


There are a lot of skills to trading even though you portrayed them as simplistic in your post. Even with the tools you mentioned there is still a lot of negotiating to do.


I disagree. 80% of people using XYZ, are searching for "online only" and "B/O" only. And 80% of people sees "B/O" as a price, and not a buy out. Meaning they want the "B/O", nothing less. So the interaction is minimal = minimal skills involved. YES, other ways of trading and bartering happends, but not that often.

I'm not deabting if trading is evel or not. Trading SHOULD be a big part of an aRPG. It's just that the balance in PoE is screwed.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
I have a thought about trade I want to share. This has not come up yet I think and if people come up with pros and cons, this is never mentioned. Maybe people do not have a problem with it because they are used to this behaviour in the real world, but I as I see it its problematic:

Trade increases the divergence between rich and poor or in PoE between casuals and pros.

Basically all the "interesting and nice" items are found by EVERYONE, but only those people who are involved very much in the game will accumulate them. Nice items will work their way up the pyramid while all the trash goes down.
You may think that this is perfectly fine, because both sides(rich and poor) benefit from trade, but as I see it trade also leads to an EXCLUSION OF CONTENT.

If a casual player finds for instance a Kaoms Heart its not adviseable for him to use it and build around it but rather sell it for an amount of wealth which allows him to fit 20 chars with equipment which represents his time investment.
The example where you see it the best are exalted orbs. "nobody" is using them, because its not worth to use them, but it LIES IN THE NATURE OF ORB to get used. So only the top elite(top 0,1% probably)is entitled to use orbs like exalteds and eternals CONSISTANTLY.

So basically trade leads to the situation where crafting material become unuseable for crafting because the top player throw down all the midgearcrap which is still godlike for the casuals while taking high tier orbs in return.

This is the situation. You may find advantages and disadvantages in it. Of course playing the pyramid game can be satisfying for the individual player in a video game, but also it is restricting.


Another thing to mention is the snowballball effect of "skill"(or rather call it "dedication")
The more time you spend in PoE the "more more" wealth you accumulate. The reason is the effectiveness of knowledge.

A dedicated gamer who spends 4h a day will gather wealth 3 times as fast as a casual who spends 2h a day. The dedicated gamer can use his knowledge for playing more efficiently and has better understanding of item value(thus beeing more successful in trade and having a "positve net exploitation" out of trade)

Imo a snowballeffect like this is a FUNDAMENTAL FLAW IN GAME DESIGN, actually it needs to be the other way round to keep games interesting for the majority of players.
Trade is fueling this snowballeffect.

I can tell you why it is bad to keep the playerbase on a huge "variance of progress": It hurts the community as playing together will be more cumbersome.
Maybe this effect is not so harmful in PoE but I am talking about this in general.
It should be in the interest of everybody(the players and the game designers) to keep the playerbase at a SIMILAR level of progress.
But reality is: A proplayer who spent 20x time than a normalplayer will have 200+x more items. And this could be unhealthy for a game. Not 100% sure about this but I think this increases frustration.

Yea, and trade is contributing to all of this and the "socialeconomic" effect is not considered in any way.
But alltogether some people lose and some people win. In most cases the casuals will lose.

So I am AGAINST trade in an ARPG like PoE, but not only because of the thoughts I mentioned but also because an ARPG like PoE and D3 are not suited for trade.

I played EVE Online some time ago. Not long because of the trash passive skillsystem, but there I saw how economics in games SHOULD work.
Even though I dont consider EVE Onlines economy perfect it seems the right way. There MUST be an itemsink to make trade balanced.

Imo those requirements need to be fulfilled to have trade:

-itemsink. Most important, but not existant in PoE
-complex crafting system. Complexity of crafting is fine in PoE
-closed crafting cycle. Is decent in PoE
-loottables and farm area diversity. you cant farm for a specific orb in PoE
-crafting specialisaion. 1 Person must not be able to do "everything". There must be different professions which exclude themselves (not even EVE Online hat this LOL - because of the garbage skillsystem)
-time gated crafting (not 1 click and produce 1000 items). However, RL time progression is also horrible. The best thing is to tie productiontime to playtime. For instance: For every 10 Rare monster you kill, you can craft 1 item X

This is my understanding of what a game needs to have for a consistent trade system.
And then trade needs to be COMFORTABLE. Spamming tradechat and forum is just NOTHING.

Personally I would like to see in PoE:

-highly reduced economical interaction between players. Trade needs to be optional.
-higher interaction in party

There should be better opportunities to make dedicated support builds. Currently you can go 100% DPS while having 8(?) auras? The aurasystem is in a bad place imo. Mana reservasion as a concept is an error.
There should be more of a "dedicated single aura" build or skills you can ACTIVLY use on teammembers to enhance them.

THIS is community. Not trade. Abandon trade and introduce more partyskills.
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ExiledRenor wrote:
I have a thought about trade I want to share. This has not come up yet I think and if people come up with pros and cons, this is never mentioned. Maybe people do not have a problem with it because they are used to this behaviour in the real world, but I as I see it its problematic:

Trade increases the divergence between rich and poor or in PoE between casuals and pros.

Basically all the "interesting and nice" items are found by EVERYONE, but only those people who are involved very much in the game will accumulate them. Nice items will work their way up the pyramid while all the trash goes down.
You may think that this is perfectly fine, because both sides(rich and poor) benefit from trade, but as I see it trade also leads to an EXCLUSION OF CONTENT.

If a casual player finds for instance a Kaoms Heart its not adviseable for him to use it and build around it but rather sell it for an amount of wealth which allows him to fit 20 chars with equipment which represents his time investment.
The example where you see it the best are exalted orbs. "nobody" is using them, because its not worth to use them, but it LIES IN THE NATURE OF ORB to get used. So only the top elite(top 0,1% probably)is entitled to use orbs like exalteds and eternals CONSISTANTLY.

So basically trade leads to the situation where crafting material become unuseable for crafting because the top player throw down all the midgearcrap which is still godlike for the casuals while taking high tier orbs in return.

This is the situation. You may find advantages and disadvantages in it. Of course playing the pyramid game can be satisfying for the individual player in a video game, but also it is restricting.


Another thing to mention is the snowballball effect of "skill"(or rather call it "dedication")
The more time you spend in PoE the "more more" wealth you accumulate. The reason is the effectiveness of knowledge.

A dedicated gamer who spends 4h a day will gather wealth 3 times as fast as a casual who spends 2h a day. The dedicated gamer can use his knowledge for playing more efficiently and has better understanding of item value(thus beeing more successful in trade and having a "positve net exploitation" out of trade)

Imo a snowballeffect like this is a FUNDAMENTAL FLAW IN GAME DESIGN, actually it needs to be the other way round to keep games interesting for the majority of players.
Trade is fueling this snowballeffect.

I can tell you why it is bad to keep the playerbase on a huge "variance of progress": It hurts the community as playing together will be more cumbersome.
Maybe this effect is not so harmful in PoE but I am talking about this in general.
It should be in the interest of everybody(the players and the game designers) to keep the playerbase at a SIMILAR level of progress.
But reality is: A proplayer who spent 20x time than a normalplayer will have 200+x more items. And this could be unhealthy for a game. Not 100% sure about this but I think this increases frustration.

Yea, and trade is contributing to all of this and the "socialeconomic" effect is not considered in any way.
But alltogether some people lose and some people win. In most cases the casuals will lose.

So I am AGAINST trade in an ARPG like PoE, but not only because of the thoughts I mentioned but also because an ARPG like PoE and D3 are not suited for trade.

I played EVE Online some time ago. Not long because of the trash passive skillsystem, but there I saw how economics in games SHOULD work.
Even though I dont consider EVE Onlines economy perfect it seems the right way. There MUST be an itemsink to make trade balanced.

Imo those requirements need to be fulfilled to have trade:

-itemsink. Most important, but not existant in PoE
-complex crafting system. Complexity of crafting is fine in PoE
-closed crafting cycle. Is decent in PoE
-loottables and farm area diversity. you cant farm for a specific orb in PoE
-crafting specialisaion. 1 Person must not be able to do "everything". There must be different professions which exclude themselves (not even EVE Online hat this LOL - because of the garbage skillsystem)
-time gated crafting (not 1 click and produce 1000 items). However, RL time progression is also horrible. The best thing is to tie productiontime to playtime. For instance: For every 10 Rare monster you kill, you can craft 1 item X

This is my understanding of what a game needs to have for a consistent trade system.
And then trade needs to be COMFORTABLE. Spamming tradechat and forum is just NOTHING.

Personally I would like to see in PoE:

-highly reduced economical interaction between players. Trade needs to be optional.
-higher interaction in party

There should be better opportunities to make dedicated support builds. Currently you can go 100% DPS while having 8(?) auras? The aurasystem is in a bad place imo. Mana reservasion as a concept is an error.
There should be more of a "dedicated single aura" build or skills you can ACTIVLY use on teammembers to enhance them.

THIS is community. Not trade. Abandon trade and introduce more partyskills.


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Worldbreaker wrote:
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TheAnuhart wrote:
"
ignarsoll wrote:
We people are weak and have the tendancy of taking the easiest path.


Well, not least because in PoE, for some strange reason, one is encouraged and rewarded for taking the least resistant path. To an extreme I've never encountered before, ever.


Oh give me a break, there is a reason this is more well known than PoE ever will be:

↑ ↑ ↓ ↓ ← → ← → B A [select] start


I don't think you understood what I meant.
Casually casual.

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