Player feedback on trading (both sides welcome)

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goetzjam wrote:
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grant_m wrote:
Good as is.


Care to elaborate?


How things work now is great. Any further automation would force GGG to alter the drop rate system as it is, which is unnecessary as that system is perfectly fine in its current state.

(Said the same thing with a few more words) ;)

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grant_m wrote:
Any further automation would force GGG to alter the drop rate system as it is, which is unnecessary as that system is perfectly fine in its current state.
Drop rate and automation are unrelated. Why do you think they are?
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
I already made a very detailed suggestion for a new trade system mechanic, because I'm against auction houses and still see potential in the current system:

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Hey guys,

I already made a thread about this topic, but I really put alot of effort into the screenshots and I will make a detailed explanation what this trade chat is about and give reasons why I designed it that way. I know it's a long text, but if the current trade chat annoys you and you want to do something about it, read this post and give feedback/critism.

We only achieve changes if the community gives enough feedback on something.


So, the main reasons why the current trade chat is really annoying and not practical:

- Many spammers who post their stuff in all trade-chats times every few seconds
- Because of the amount of players and spammers, this results in a flooded tradechat
- It's highly possible to miss good items because of the really fast pace of the tradechat (thx to spammers and people who link to many junk items)
- If you want to sell something, you need to be a spammer yourself, otherwise you won't draw enough attention to your item
- Way to many junk items in trade chat


Those are serious reasons why the current trade chat needs a serious revision. Therefore, many people ask for an auction house like in other Online RPGs (Guildwars 2, FF14 etc.). But I'm highly against auction houses and many players in this community (including the developers) understand the problems with auction houses. Reasons why auction houses can (will) destroy the game are:

- People start to underprice each other
- Prices drop extremely fast
- The market will be flooded with dozens of items and because of that it's to easy to predict the worth of an item (if there exists a quantity of 1000 of a certain item, the item will not be much worth anymore because everyone knows it).
- (from Calmarimoni) it also floods the game with people who dont put any effort into it, just buying their stuff off others with minimal playtime, and so the sense of being unique for finding a unique is eradicated.


Therefore I suggest that we need a different solution, because a healthy economy is VERY important for an Online RPG. So lets get started with my detailed explanation about my trade chat suggestion:


Complex Tradechat Filter Options

I start with my first screenshot:

(Click to enlarge)

As you can see here, you have different and many options to filter the trade chat. You can filter out every piece of equipment (weapons would be included to, but because of lack of room I concentrated on equipment and misc stuff) and other stuff like flasks and gems. Furthermore, you can adjust the requirement level range of the items you are searching for and the number of slots, links and the number of the different colour slots. At the bottom you can choose from a complete list of mods. The mods you choose will be added in the black field. Once you have chosen a mod, there will be only items shown that have the specific mod(s). So if you choose +Life, all items that have no +Life mod will be filtered out.

Lets go with the first example:

(Click to enlarge)

In the first screenshot, no item were filtered out because we didn't adjust our filter options. As you can see in this example, I have chosen to filter out Headgears, Chests, Footgear, Gloves and Flasks. This means, that all items of those kind will not be shown in the chat. To show that, I marked all items that are filtered out with a red overlay (you won't see them ingame then). This will clear your trade chat massively and it only shows items you are interested in.

Lets get to the next example:

(Click to enlarge)

In this example, I filtered out everything besides WTS posts and gems. This way, I won't see people who buy stuff (WTB posts) or selling/buying other stuff besides gems. Even if the people who sell gems sell other stuff like chests it's no problem, because the chests would get filtered out, but it will still show me the offered gems of the certain player. As you can see, the complete WTB post will disappear, while it only shows the gems from the WTS post.

Lets get to the third and last example of the filter options:

(Click to enlarge)

This time, I not just filtered out everything besides WTS posts and chests, I also adjust the number of slots, links, number of slot colours and choose certain mods I want to have on the chest (or at last some of them). As you can see, it ONLY shows me the WTS post and ONLY the rare chest, while the other chest from that WTS post gets filtered out because it doesn't meet the other requirements I adjust.



Advantages of this system:
- It makes your trade chat clear
- You will only see stuff you're interested in
- It will result in MUCH less seen spam
- You can easily follow the stuff and will rarely miss anything good
- Improves the whole trade experience, especially for new players who are used to auction houses from other games



But how can this filter filter things out we really don't want to see? If someone writes "WTS Gem 1GCP", how could the filter system filter the "1GCP" out too behind the gem? You can imagine that it would really look cluttered if it filters out the gem, but not the "1GCP". That's why I made another screenshot. It's about how we post stuff in the tradechat.

Lets go:

(click to enlarge)

First of all, you have to choose between WTS, WTB or WTT. This way the filter exactly knows what your post is about (selling, buying, trading) and can filter it out/in. Furthermore every item gets his own chatbox. So as soon as you link an item in the chat, it gets another deviding stripe to the next item. You can add an additional comment (like your price or c/o) to the item you have linked as you can see in the chat bar (Gem 1GCP). If someone now filters out gems, it will also filter out the 1GCP that is in the gem box in the chat bar.

Another advantages (besides that it enables filtering) is the consistency of the posts. All posts will look very similiar because they will all start with WTS, WTB or WTT and have a similiar layout when it comes to linking items. This again will improve the whole trading experience, either for new players and hardcore gamers.

Don't forget that the screenshots and the filter options are JUST EXAMPLES to show you what is potentially possible. In the end it's up to the devs what filter options would be the most suited for the game/trade chat. This thread is only created to show other possibilites then an auction house and to talk/discuss about a mechanic like this.


Additional ideas:
- Mechanic that allows to auto-post stuff after every X minutes. So you could make a WTS post and adjust that this offer is posted every 10 minutes (10 mins is minimum) automatically for a maximum amount of 5 times and only as long as you are online.
- People can only make a new trade post after 30 seconds have passed. This will avoid double/tripple posts to gain attention and will lead to less spam and make the chat clear.
- After every log out/in the filter is set back to "don't filter anything". This way people will only filter stuff out when they really look for something special. This is important, because otherwise people might actually always run around with a certain filter for some days and forget to change it back to "don't filter anything" and accidently miss some good items.



So, if you really read all this stuff, I salut to you (not many people are so patient) and hope you consider to give some contructive feedback/critism or additional thoughts about this suggestion. :)


Greetings,
Ace
Ace - to be honest, it looks reasonably horrible. I'd only use it if I felt like haggling (I generally don't; I'm not alone in that from reading many other threads on the subject). If it were introduced, I'd scratch my head and continue using poe.trade (under duress, complaining all the while that I'm pouring money into some guy's pocket through ad revenue to host a site GGG should have put into the game by now).

Edit: I don't think I was clear on why. I'd only set a filter if I wanted to try and find an online seller with a flippable item. Otherwise, continually setting it up and hoping for an item I wanted is inferior to just... looking at poe.trade.
Last edited by davidnn5#4453 on Jun 2, 2015, 5:19:04 AM
Flipping in itself is probably not a bad thing. But we currently have it in massive amounts, and it's probably more ripping than flipping in many cases. So yes, the current "flipping", or rather "fl-ripping" situation is bad.

My belief on this whole subject remains the same : we need an easy way to find people that are willing to buy the stuff we find. Maybe this means a reverse part in poe.trade (but in this case, it would be good to have it in-game rather than through a third-party website). Maybe this means a group of traders needs to regroup and create a greater shop where they'll list what they'd be willing to flip at a decent rate (whether it be uniques, properties on rare items that they'd consider worth it, or other valuable stuff).



And please, we need to get rid of this "you didn't do your job finding the value of the item" bullshit. This oozes of "I am in the right for ripping you off". I am sure there are players out there making good profit without being total dicks.
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ScrotieMcB wrote:
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grant_m wrote:
Any further automation would force GGG to alter the drop rate system as it is, which is unnecessary as that system is perfectly fine in its current state.
Drop rate and automation are unrelated. Why do you think they are?


I don't think they are related yet. Trade/flipping automation would change that. Or, GGG would have to tweak the difficulty to the point that anything less than 1% gear would make the game unsurvivable.



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grant_m wrote:
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ScrotieMcB wrote:
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grant_m wrote:
Any further automation would force GGG to alter the drop rate system as it is, which is unnecessary as that system is perfectly fine in its current state.
Drop rate and automation are unrelated. Why do you think they are?

I don't think they are related yet. Trade/flipping automation would change that.
This cause/effect relationship has never occurred in any ARPG. Why would you think it would occur?
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jun 2, 2015, 8:52:51 AM
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MrTremere wrote:
Flipping in itself is probably not a bad thing. But we currently have it in massive amounts, and it's probably more ripping than flipping in many cases. So yes, the current "flipping", or rather "fl-ripping" situation is bad.

My belief on this whole subject remains the same : we need an easy way to find people that are willing to buy the stuff we find. Maybe this means a reverse part in poe.trade (but in this case, it would be good to have it in-game rather than through a third-party website). Maybe this means a group of traders needs to regroup and create a greater shop where they'll list what they'd be willing to flip at a decent rate (whether it be uniques, properties on rare items that they'd consider worth it, or other valuable stuff).



And please, we need to get rid of this "you didn't do your job finding the value of the item" bullshit. This oozes of "I am in the right for ripping you off". I am sure there are players out there making good profit without being total dicks.


Why is the "fl-ripping" bad? I am not saying it isn't but people just saying it is "bad" doesn't add to the deeper part of the discussion here.

Why do you need an easier way to show your goods? I understand people distaste for 3rd party programs, but honestly it works. My suggestion is for GGG to implement the tools into the game not only to help players but to make creating a shop and trading slightly easier but significantly safer.

What you are asking for most guilds or popular trade channels do which is pricechecks, you don't know what XX item is worth so you are too afraid to put a price on it and blame the system for your failure to assess the value of the item. I had and still have some of the same issues, but this is something GGG does NOT have to address, the information on valuable stats are out there just doing different builds and knowing what people need is helpful. Using masters to your advantage (even if you don't craft anything on them)

I agree you don't have to be a dick to setup a shop, but you have to at least be willing to do part of the work in order to benefit from the rewards, people that suggest you shouldn't have to value your own items are the same ones that IMO should probably play solo as they aren't willing to try for the most part to do what so many others have already proven possible.


@scrotie I think he is trying to say, he can correct me if I am wrong, that if gear is even easier to aquire then now GGG would need to increase the difficulty, I don't fully see eye to eye on that observation, but it does hold some merit in terms of balance if people are getting and undercutting each other over and over until pretty GG gear is significantly cheaper then live.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Why do you keep saying we need to see the impact of Divination Cards on trade? What new effect do you think they're going to have? Supposing the revealed Chaos Orb card takes 5 to make 1 Chaos, then it has a value of about 1/5 of a Chaos. Maybe 1 Chaos value goes down slightly due to increased availability. No big deal there, why would trade need on overhaul on that basis?

In terms of economic impact, Divination cards are probably the most predictable item addition GGG has ever put in the game. Why would you predicate a overarching, holistic discussion on trade because of the cards?
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PolarisOrbit wrote:
Why do you keep saying we need to see the impact of Divination Cards on trade? What new effect do you think they're going to have? Supposing the revealed Chaos Orb card takes 5 to make 1 Chaos, then it has a value of about 1/5 of a Chaos. Maybe 1 Chaos value goes down slightly due to increased availability. No big deal there, why would trade need on overhaul on that basis?

In terms of economic impact, Divination cards are probably the most predictable item addition GGG has ever put in the game. Why would you predicate a overarching, holistic discussion on trade because of the cards?


First of all I don't think divination cards to currency will be 1:1 with the required amount and the given amount.

Divination cards can be created for multiple things, anything from stack(s) of currency to rare ilevel items to T1 unqiues.

If you have the option to grind something specifically over time or continue to play and hope you get lucky with drops\shops, what will most people probably do? Or more importantly what will people that don't like buying\selling\ect do?

They will just farm for the item.

Trade doesn't need an overhaul because of divination cards if anything trade or trade improvements will become less mandatory because of it.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.

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