Why does GGG hate auction houses?

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07Ghost wrote:
The people who hate AH and causes its shutdown actually prefers the current system - so not even trades but just loot everywhere. You see, the original intention of AH was for easier and faster trading, but Blizzard wanted people to use it frequently so they tuned the items drop rate to atrociousity. This way people could find upgrades only through AH and it served its purposes - and that's how the RMT light came to be because blizzard wanted to profits from every transactions people trade on the RMAH.
False.

Blizzard believed that less than 10% of the playerbase would utilize the auction houses, and thus it is at best a stretch, and more likely flat-out wrong, to say that they tuned the drop rates lower as a result of AH traffic, because they didn't believe there would be nearly as much AH traffic as there was. Instead, they just wanted Inferno to be brutally hard, because the hype train fanbase requested it to be brutally hard, and Blizzard foolishly believed that they'd actually enjoy what they asked for.

Source: direct from the lead developer of D3's mouth

The morals of the story are:
* When something is an abuse case (such as item duping in D2), even if you imagine only a tiny fraction of the community would initially be interested, the allure of power will draw in a much larger portion of your community than originally expected
* A company can trust consumers regarding how much they like or dislike something they've actually tried; they shouldn't trust them at all regarding what it is they say they would like
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 Dec 23, 2015, 4:20:55 PM
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ScrotieMcB wrote:
A company can trust consumers regarding how much they like or dislike something they've actually tried; they shouldn't trust them at all regarding what it is they say they would like

exactly. i can already see the headlines: "poe failed because of x but it wasn't the fault of the fully automated, inter-league auction house".

every time i see complaints i just look if it is about some fault or ingame mechanic but mostly i'm quite disappointed because people just don't like ingame challenges.

it's like people asking in chess for the horse to be able to jump to every place on the board instead of making weird movements: "ey it really would be more fun if the horse could freely move"!

why do some guys always challenge the games's rules instead the challenges the game and its rules provide?

answer: it's the easier way to succeeed if you can't manage the challenges.
age and treachery will triumph over youth and skill!
Last edited by vio#1992 on Dec 23, 2015, 4:43:32 PM
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vio wrote:
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ScrotieMcB wrote:
A company can trust consumers regarding how much they like or dislike something they've actually tried; they shouldn't trust them at all regarding what it is they say they would like
exactly. i can already see the headlines: "poe failed because of x but it wasn't the fault of the fully automated, inter-league auction house".
Well, I think there are actually some pretty solid arguments for implementing a more automated -- specifically, asynchronous -- trade system within PoE. It's just that I wouldn't ever accept a poll of playerbase opinion as valid evidence to pursue (or not pursue) such a course of action. Game designing is a very different art/science from game playing, and in order to justify a design decision you need to do so from game design terms, not game player terms. People go to college for that stuff, write and read books on the subject, etc.; essentially, thinking you know game design because you're a passionate gamer is a lot like thinking you know more than your psychologist because you've had mental health issues for some time now.
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.
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ScrotieMcB wrote:
* A company can trust consumers regarding how much they like or dislike something they've actually tried; they shouldn't trust them at all regarding what it is they say they would like

It depends. Sometimes a company would stick to its design philosophy because they want to stay firm on what their game is about. If this is what separates from their competitions they would most likely stick to it. POE has its own niche where it can strive that you don't find it on other arpgs. The company just have to balance out what changes made won't drastically derail from its core auidences.

GGG has the data on how many complaints they received on a particular issue. Players often questioned their stance on certain designing philosophies or in game mechanics, it may be changed or it may be not. If they do change it can be for many reasons, but I suspect mostly if it gets more players to play then why not. Numbers don't lie.

GGG is a private company that can still be financially sustainable on such a niche market. Blizzard is a way bigger company and it has shareholders' pressure. A public company acts way differently because it wants to grow its audiences to generate more revenues & profits. GGG doesn't have this probelm so we should be glad they can still continue to make the game they want through our supports.
IGN: Kills_La_Killz (Standard)
IGN: UnlimitedBladeWork (Warband)
Last edited by 07Ghost#2572 on Dec 23, 2015, 5:18:37 PM
@07Ghost
I don't know if I'd go so far as saying "number can too lie," but I will say that a shitload of money is wasted by companies trying to figure out how consumers answer certain questions, when the companies are asking the wrong questions. All too often, "the numbers" are irrelevant, and take producers down the wrong path.
Highly recommended video: https://www.ted.com/talks/malcolm_gladwell_on_spaghetti_sauce
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 Dec 23, 2015, 5:28:07 PM
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vio wrote:
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ScrotieMcB wrote:
A company can trust consumers regarding how much they like or dislike something they've actually tried; they shouldn't trust them at all regarding what it is they say they would like

exactly. i can already see the headlines: "poe failed because of x but it wasn't the fault of the fully automated, inter-league auction house".

every time i see complaints i just look if it is about some fault or ingame mechanic but mostly i'm quite disappointed because people just don't like ingame challenges.

it's like people asking in chess for the horse to be able to jump to every place on the board instead of making weird movements: "ey it really would be more fun if the horse could freely move"!

why do some guys always challenge the games's rules instead the challenges the game and its rules provide?

answer: it's the easier way to succeeed if you can't manage the challenges.


You're confusing difficulty/challenge and annoyance. The current trading system is annoying, not challenging. There is no skill involved in spamming people from poe.trade with whispers until one deigns to respond, only to be told that they only do Talisman trades now.
What games like PoE are there with a totally unrestricted item system that have a successful auction house? I don't think there's a direct comparison so all I can say is that games that have a successful trade game revolving around an auction house have a very different loot system from PoE, with heavy restrictions placed on everything. I don't like this at all.

PoE's trade system may be a little too restricting but the solution probably isn't to go in the complete opposite direction with an auction house. All of the solutions I've seen equate to an auction house, ergo, an asynchronous cross instance trade system which would essentially give players the keys to create a third party auction house, a total revolution from what poe.trade offers. Basically asynchronous trade + poe.trade = full fledged AH.

Most of the players who play this game a lot will utilize poe.trade to trade items but there's a whole world of PoE players outside of the forums that do not know what poe.trade is. It was similar to d2jsp forums with Diablo 2, which was probably the most widespread method used for trade but there were still many players who never heard of it or simply refused to use it.

If GGG brought an indexer like poe.trade into the game, rather than an asynchronous system, many of the problems players have with trade would go away by virtue of having a larger pool of players to trade with. When I'm mapping and a player whispers me to trade, I don't want to miss out so I may be forced to ruin my run just to complete a trade. If the trade base was larger, I might not feel compelled to ruin my game to complete a trade as I know another trade would be just around the corner, as there are now far more people to trade with.

So maybe only a small efficiency increase is needed to make trade good enough for everyone. The problem is that we don't have the tools we need to trade in game, so not enough players participate to make it work optimally. I know I have decided to not use third party tools to trade in favor of playing self found mostly with only seldom making a necessary trade. I would like to participate in trade more but have no desire to run a shop. Bringing the tools in game would change this, players like me would participate and I bet there are a whole lot of players like me.
Last edited by terrorist#7255 on Dec 24, 2015, 1:36:41 AM
OK.

Steps to fixing game trade system without destroying it.

1. GGG recruit and pay a salary to PoE.trade. Poe.trade moves to a section on the poe website. You simply state in game which stash tabs are viewable and their buyout by crtl right clicking the tab or the item etc. This takes care of the indexing.
2. GGG add an ingame message system where you can leave messages for people in game (like on the forum but in game)
3. They also make an offline trade window where you can send items to offline players with or without verification.

Let me explain number 3.

PLayer A places an item (s) in the box and ticks "verification required"
Player B places their item in the box when they come online or declines player A's offer
Player A verifies that player B put the right item in the box. If they did they click verify and the trade is done.

If player A just wanted to gift his mate 4chaos he owed him while he is offline then he doesnt tick verification required and then player B just takes it.

4. Make a mobile app for messages and offline trades linked to your account.

Then it is done. Still no bidding, human interaction still there. No AH bollocks, just same as we have now, with offline trading enabled to the highest degree possible without an AH. Win.

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