Thoughts on trading's place in ARPGs
" They really aren't. But that indeed would be you, with like every fucking person. Casually casual.
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" Just a (apparently not so :) quick comment on chisels. Their rate of consumption ofc depends on the tier of maps you are currently able to sustain. Doing sub 75s, you wont need chisels at all. When building the pool I throw two or even four on Canyon, which is a great map. Out of 76s I always fully chisel Arid & Gorge, but the rest of them dont get chisel. 77+ are always fully chiseled, except Volcano. There is no way you wouldn't chisel 78+ maps. If you are chaining 77/78s upwards, then you'll run out of chisel pretty fast. Belive me, it's not sustainable through recipes by naturally playing the map tiers available to you. If you play strictly SF, then you have to do all sort of boring chores, to collect the ingredients that allow you to run one high level zone appropriate to your char. The natural progression is messed up, because (some*) orb drop rates are too low. I'm mostly a temp. player. When I level my chars I visit all vendors on every lvlup and buy hammers, by the time I hit maps I have about 4-5 tabs of hammers. All the whetstones get used for the recipe, all scraps to buy whetstones. I still run out of chisel a few weeks into the league (depends on map progresion / how much I play). If at this point I'm still inclined to play the league, I usually just buy chisel, because the alternative is too boring. (killing Act2 monkeys with your 90+ hero - no thanks) --- * by comparision, I feel that recently the Alchemy drop rate is just right. A while back (a year or so) Alc were also more scarce and you would run out of them when intensily mapping. But it seems GGG upped the drop rate a bit, to the point you are able to Alc all your maps, do some master crafting and some yolo-alcing, without needing to trade. Imo, the same should be done for chisels. To wrap back to "trading in ARPGs": I think trading should be mostly about rare and powerful gear and should not mess with progression & content availability. When night falls
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" I really like your in-depth analysis and justifications for an unsynchronized non-buyout trade system. However, I think it's easy to predict how this would play out with POE.trade continuing to do its match-making job in the background. Competitive sellers would still list buyouts for each item, and eager buyers would still search for online sellers. Both would stand by in-game, the seller hoping to see a bid matching his posted b/o appear on one his items; the buyer hoping to find a seller ready to immediately confirm one of his multiple b/o bids. Once the deal was closed, the buyer would then retract all other bids he made on comparable items. Net result: each buyer makes and retracts multiple concurrent bids, while each seller watches for b/o's on multiple concurrent items. While it's always possible for buyer and seller to engage in some back-and-forth negotiation, in practice, it's always going to be more efficient for both to simply spam the market with multiple offers until someone takes the bait. Where exceptions would arise would be for extremely rare or expensive items, special cases worth bargaining for. Everyting else would be treated as commodities, with prevailing b/o's searchable on POE.trade. In practice, we'd still have a largely buyout-driven trade system indexed by POE.trade, but with a bid, sell and transfer system automated by GGG. Not that that wouldn't be an improvement, but I think it would fall short of the non-buyout-driven model you have in mind. (However, it would require buyers to explictly retract no-longer-interested bids, instead of simply ignoring seller inquiries, as most do now.) Here's a suggestion: allow automated buyouts, but only for commodities, i.e. for anything not priced in Exalts (or orbs of even higher rarity). What would really be great is if sellers could set multiple sub-Exalt b/o's in various currencies for each item. That would motivate sellers to accept sub-Exalt currencies for commodities they want to sell quickly, an issue which has become a serious, trade-impeding bottleneck. All high-end items would then be reserved for auction, regardless of whether a b/o in Exalts, or an even higher currency, is listed on POE.trade. Both buyers and sellers would benefit from a trade system that separates automated commodity sales from negotiated auctions. Buyers would get immediate delivery of each commodity trade, with no need to spam multiple sellers of the same type of item. Sellers would no longer need to manually monitor their commodity items for b/o bids, allowing them to focus their attention on negotiating bids on their premium items. Trading would become more efficient on the commodity side, and more personal on the auction side, a significant improvement in both cases. Last edited by RogueMage#7621 on Dec 22, 2015, 6:29:44 PM
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a bidder oriented trading system surely is the way to go. very detailed post, thx for taking the time.
i really would like to discuss more about the disadvantages of such a system. age and treachery will triumph over youth and skill!
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" I dont see the logical leap from rekting your pool to you having to buy maps you dont have to. you can stoop a few levels lower and grind some maps a few tiers lower until you make your way up the pyramid. it's just that you don't want to let's not confuse the two and make them equal. sure, you can complain how it makes you eyes bleed and how its a sisyphus task. but you can't possibly say that you not wanting to do something equals you having to do something else if there is an option to do it another way. |
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in fact, you address it even in the chisel example
" no one says you HAVE to buy it...you just do it because you don't want to do the other option. thats fine but lets not project that shit saying the games 'makes you' do something where clearly there is an alternative. sure the alternative may be a far more resistant path (heh) or one to not your liking but nonetheless it's an alternative. scrubbing toilets is a shitty alternative to stripping, but its nonetheless an alternative if the goal it to make money to prevent you and your family from starving. Last edited by grepman#2451 on Dec 22, 2015, 7:37:51 PM
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" Yeah don't get me wrong I dream of it too. I also dream of an economy that is not unique-centric where players compete for good rares. I remember back in Domination League I got into a bidding war with 3 other players for a rare dagger (I lost, then 2 other players for a different dagger that I won). How often does that happen? Not as much as it should. I think the fundamental downfall of item/item trades is that I can't throw 5 shitty swords at each other and get a slightly less shitty sword. Via Trade or Craft, gear is improved by currency and currency alone. IGN: Victory_Or_Sovngarde It's not a 13 week development cycle, it's a 13 week supporter-pack cycle. You can play any build you want, as long as it's the current meta. Last edited by Ashen_Shugar_IV#4253 on Dec 22, 2015, 8:25:35 PM
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@morbo
"Your list is 100% high mapping sustain issues. So basically by "trade-centric game design" what you really mean is "the inability for self-found to sustain the highest map tiers." And what are the results of this inability of self-found to sustain high maps? "In summary, because the most difficult, furthest-from-the-beginning content of the entire game is designed a certain way, the most established players feel compelled to trade gear they find to players at lower points of progression, helping them gear up and thus catch up, because they will have currency sustainment issues and thus map tier sustainment issues otherwise. You call this BS. I call it everything going according to plan. You broke out of your little bubble and actually helped some less-geared players progress. That's something which trading needs in order to function as a catch-up mechanic, because without established players willing to trade gear away to get orbs, there can't be late-bloomer players able to trade orbs away to get gear. And by your own admission, this huge push to stop self-founding and start your own shop thread is precisely where it's supposed to be: not late Merciless, not low or mid maps, but precisely at the end of the endgame. I mean, I was hoping things might be this good, but thanks for lending your experienced perspective to convince me that the economic incentive system is in a really good spot right now. Now, with that said, hopefully you understand why GGG should never, ever let you have enough chisels without trading for them.
@Ceri
"If by "now" you mean "before any more hours of playtime are logged," then I might be somewhat inclined to agree with you. But I really don't see why players couldn't or wouldn't make a series of listings or bids immediately before they end a play session, then go about their daily routine for 20 hours or so, then log back in and organize their spoils. I mean, of course online-to-online trading would be vastly preferred while you anticipating being online, it's when you are offline that asynchronous trading really works for you. "First off let me clear up what I hope is a miscommunication. I was imagining my system as this: 1. Seller lists item, can type any nonsense (with good or bad intent) in a description box; this description box is not sortable by in-game search engine but could be parsed by third-party sites 2. Bidder bids, trading is confirmed/greenlit from bidder's perspective (but can be unconfirmed at will) 3. Seller can confirm to complete the transaction, with exchange of items occurring immediately; reject the bid; or ignore the bid (perhaps waiting for more bids to come in) Under that system, I don't see how bidders could really grief anyone. If you have a listing up and a bid pops up, just hit that confirm button and the trade is done. I imagine someone could pull the bid mere seconds before you hit the button, but that would be rare and backfire on them often enough to discourage such a practice. If it was really a big deal, I imagine a simple anti-spam of "you cannot retract a bid you've made until 10 seconds have passed" would be more than sufficient. Now, in terms of "fake pricing" situations, I see what you're talking about and know the practice is current on poe.trade, but I really don't care. As far as I'm concerned asking prices are little more than starting points for a possible negotiation, and shouldn't be taken as solid by anyone unless they're trying really hard to be agreeable and get things done fast (which isn't a bad thing in isolation, it's just by no means something we'd want to force on everyone). There should be burden on the seller as well as the buyer to price the item themselves, and depend on their own knowledge and intuition, rather than mindlessly parrot the community consensus. For this reason, I don't feel any need to protect people from those who attempt to mislead others as to what the community consensus is; if they don't have the tradeskill to see through such ruses, I feel they get what they deserve.
@RogueMage
"I feel it's important to hold bids in escrow (which means: if you bid 8 chaos, you do not have access to that 8 chaos until you retract your bid). This means bidders wouldn't be able to bid the same 8 chaos across multiple items. Also, if you go over my reply to Ceri, it would be possible for bidders to "accidentally" win more listings than they intend to. Still, I imagine someone with 24 chaos could make 3 bids simultaneously, and could retract very quickly if needed once they win a listing, so while I feel your concerns could be easily mitigated I must admit they wouldn't be completely eradicated. Also, I don't have any particular hatred for poe.trade, and I'm pretty aware that vast quantities of players have absolutely no interest in thinking for themselves and prefer either mindless buyout-only behavior, or a mindless haggle-with-everyone behavior (and I guess it's good that the latter do not fare as well), rather than an informed choice between the two options. I think GGG should keep its API available to third-party sites to allow them to index listings, even if a new trade system is implemented; you never know what type of open-source conveniences third parties will conceive and implement, and I feel the community as a whole should be free to band together to try to "solve the economy" in this manner. What I do not think is that GGG should just hand this to players on a silver platter. (For a related example: I do not think GGG should just give away information on vendor recipes or other hidden info, but I have no problem whatsoever with the PoE wiki. Also, I have no problem with HearthArena but would be incensed if community card rankings popped up within the Hearthstone client itself.) In the same way, if players want to set up a website which parses b/o tags and then uses a currency conversion table to rank prices from least to most, I'm fine with that; but this isn't something which GGG should provide, because pricing is the main tradeskill and the research into the prices other players use (assuming it's not from fake listings) should be something GGG doesn't just hand to you. Basically, there should be a description box where a seller can type anything (to include a suggested buyout), but it has zero engine support, to include bidders not being able to search by description. They can search by any item stat, seller account name, or the time the listing began (to include filtering out listings which are too old). All of that is fair game and tedium-reducing. But the game itself should not give skill bypasses. "Why bother? It's already the "commodities" which are the most subject to community consensus in terms of their value, and thus the easiest to price properly. There's no need to make the easiest trades even easier.
@johnKeys
I probably shouldn't say this because you've been very agreeable in this thread but I cannot help myself.
Spoiler
As I was going about my day today, I realized that, in trying to prevent players falling victim to under- or over-valuing in trades, you were actually arguing against risk-reward in trading.
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 22, 2015, 9:59:34 PM
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Holding bids in escrow would remove too much liquidity from the economy, furthermore, it completely falls apart when trying to acquire an arbitrarily expensive item from any number of potential sellers.
Do not want. EDIT: I'm trying to ask myself what might be good about holding bids in escrow... It encourages bids with the highest chance of success > Instant buyout, minimal negotiation. That means the desirable stuff gets more expensive and the wealth gap broadens? I can't see any merits. IGN: Victory_Or_Sovngarde It's not a 13 week development cycle, it's a 13 week supporter-pack cycle. You can play any build you want, as long as it's the current meta. Last edited by Ashen_Shugar_IV#4253 on Dec 22, 2015, 11:13:39 PM
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"I don't know what you meant to say, but considering I'm suggesting that bids be retractable at any time, liquidity is certainly not the right word. 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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