Ok, it is time to stop this poe.trade silliness.
" a) the only way this happens is if they use acquisition b) can be fixed by having an actual api that pulls the in game information as far as palyer status, add another option to report to the api, where its online, then have one where afk is an option or have afk report offline too. \dnd should list you offline on poe.trade c) they either lie or its an API issue d) /whois and figure out, sometimes its market manipulation, just move on to next item " 1) yeah chaos totally isn't a standard currency 2) 3rd party doesn't matter, its what you do with it, if GGG can do more by implementing the existing system into their website, sure, but porting a website interface inside the game is relatively pointless and we don't need a click to buy system. You can get all the items you need without it and it puts stress on players to be involved in the selling process, which IS IMPORTANT. Making that big sell and getting the currency is very nice, even making multiple smaller sells is nice, collecting money via a method that just involves "listing" an item is not enjoyable. Part of finding the loot is selling the loot, a click to buy system removes the burden of the player to actually sell. 3) People joke about player interaction, I've had many times when I find or see something that i would not have otherwise saw. Like a 4 beserker class party, where I popped some fireworks in celebration of a relatively underplayed class. I've seen other mtx's that i dont have that I might need to get. I've see interesting builds or unique item art that got my attention, but hey lets dismiss this factor because you don't enjoy it. In what world would GGG ever remove (or reduce) player interaction given the fact that the whole idea around a free to play online ARPG game that sells MTXs means players want to have other players see there shit. " This is what it boils down too, even people that don't want click to buy get frustrated with stuff like the not actually online thing, afk ect. Those are things that can be improved upon from an API level, but frustration has lead to just replace the system, despite it being a solid foundation to build upon instead. https://youtu.be/T9kygXtkh10?t=285 FeelsBadMan Remove MF from POE, make juiced map the new MF. Last edited by goetzjam#3084 on Sep 19, 2016, 12:03:24 PM
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I don't fully agree with any of the major reasons given in the OP, although I have mixed feelings on all of them.
1. Market manipulation isn't a bad thing. Let me explain. There's a farming vs trading balance. If trading is very easy and farming very difficult, trading is overemphasized. If trading is very difficult and farming is very easy, farming is overemphasized. I'm not done "everyone must be self-found" zealot or anything, I'm just saying if you give players two options, where A is OP as balls and B is underpowered, you're going to have a lot of people who love B surrendering a lot of time on A and hating it. Works both ways; people who love trading shouldn't be forced to farm. So difficulty. Both trading and farming need difficulty levers. One is tedium: in trade, forcing buyers to research sellers to find one, making sellers need to be constantly online to attract sellers, what the fuck is this Trade Chat shit, etc. For the most part, that's bad. Another level us skill intensity: in trade, giving meaningful choice to players, with risks of failure and possibilities of success. Seeing through others' market manipulations, pricing items oneself instead of depending on online cheat sheets, and making market manipulations which are difficult to see through are all skill-based and, with the proper tools, needn't be tedious. So if farming is to have difficulty, then trading is to have difficulty; if trading is to have difficulty, it should be skill-based; if trading is skill-based, then new, unskilled players are likely to be completely fleeced. Well, it depends - with high-supply items market forces are overwhelmingly in their favor when buying - and should be, but aren't, when selling very high-end items - but for mid-tier stuff, yeah, they're gonna get owned. And that's fine. New players get owned by PvE content regularly. It's part of learning. It's that, or difficulty through tedium, or imbalance. Still, I wonder if "farming is difficult" is a GGG priority anymore. If not hardcore game, no need for hardcore trade. I'd be hesitant to make an irreversible plunge, though, in hopes the difficulty can return and the "clearspeed meta" gets tempered a bit. 2. Having third-party developers isn't bad, and many a first-party incompetence can be fixed by not relying on ANY particular entity to fix the issue. However, one area where problems won't get fixed is when a problem is actually popular. For example, most poe.trade users want easy, predictable trades and are anti-manipulation. The management of poe.trade has banned players from the site for things like manipulation in the past (which leads to the creation of alt accounts to perform the same tasks). That's not healthy in my view of things. And it does show that third-parties gain power to change the games actual trade design, which could be taken in various ways. I think third-party is overall an excellent fix for a small indie team, but perhaps less so for a fully polished product. Putting all trade design and development on GGG's shoulders is a big weight, but the ideal case is they do that AND don't fuck anything up. 3. If "player interaction" is a euphemism for haggling, a pressure to price items oneself, market manipulation, etc, then I'm for it, for reasons described above. If it's referring to people warmly greeting each other and appreciating the seller's hideout, then lol how naive. --------------- In general, I'm for piloting skill in farming to create difficulty, for pricing skill in trading to create difficulty, and against automated buyouts. However, I mentioned the problem of high-end items and market pressure earlier, as well as the problem of tedium in constant seller online-ness. Here's what I'd like to see for an in-game trade system: 2. Buyers can bid on items, in terms of the currency seller chose; one or more currency stacks can be bid, but not a fraction of a stack. They can search by item mods and sort by end time or suggested price, but cannot view current bids (silent auction), not even winning bids of previous auctions. Bids are kept in bidder's stash/inventory but "red out" and cannot be moved until auction ends; mouse hover reminds player of duration remaining. 3. When auction ends, the highest bid (or the item, if no bids) is given to seller, highest bidder gets item, all other bids released. If there is a tie, the oldest bid wins. If the item gained uses more stash/inventory space than the item lost, it appears in a remove-only tab. This system allows offline trading, puts pricing pressure on buyers, and (with sufficient duration) prevents me players from being ripped off too badly when selling high-end items. 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 Sep 22, 2016, 4:24:29 AM
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These whinings about market manipulation always makes me laugh a lot. First because they do not respect a whole type of players, those who just love to play the economic game. You may not like it, but they do exist and they are not that rare. I have a friend who has been subbed to WoW during 5 years and never did anything else then playing the AH game. For some reasons, he found it very fun. Who am I to tell him he should be ashamed to manipulate the market ? Second, flippers are in fact good for an economy, they help to make the economy stable, they "correct" the market errors and provide references points for prices.
My only problem with trading right now is this : if GGG wants to follow the third party way, and there are a lot of good reasons to do so, then do it fully by providing state of the art APIs. It should not take a really long time to provide a full featured set of APIs, so that third party can fix and improve the tools they develop. Public stash tabs were a good move in that direction, a better online API (indicating AFKs people and such) would be a good next move and so on. I don't want to ever see offline/async trading in PoE, it would be a disaster for the game and I'm pretty sure GGG knows that. Blizzard almost killed its game because of that (and because of other things too). |
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The complaint about market manipulation is specifically about people who list their items for a low price but refuse to sell them for that price. This is not a good thing. In most real-life economies, this is illegal. (Obviously it's not illegal in PoE, but it is shitty.)
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
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" Well that's where the weight should be. A proper trade interface is not some ridiculous request in a game that is advertised with a very trade-centric playstyle. Actually most players will think GGG is a bunch of dumbasses for having such a robust currency system that is backed by such a shitty trade system. There is no way to cut this cheese softly. GGG needs to step their game up with this trade shit. A large percentage of players go to trade chat and can't make heads or tails of what the fuck is going on there. If trade moguls continue to feed on new players in trade chat, this community will never grow. Players need to believe gear is accessible through either drops or trade. Drops are currently balanced around trade so they don't natively reward the "average" player (assuming normal RNG and not shavs-from-hillock RNG). As such, the player must be able to see and digest the awesome items out in trade land in a very easy way. The current method is not acceptable imo. The only reason it is successful is because of all of the current whales that keep dumping money on GGG. That's fine if this is the biggest GGG wishes to become. If they want to be the ARPG monster they deserve to be, then they have to improve trade. It's really that simple. Last edited by Prizy#1622 on Sep 19, 2016, 6:49:34 PM
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poe trade is optional. Don't like it? Don't use it.
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you know. You all scream Auction house, but how do you know that won't be manipulated too?
All market's can be screwed with it doesn't matter if it's in the game or not, let the player's set their own price's everyone has an opinion on how things work in this game, you can't just sit there and say "oh! poe.trade is terrible because manipulate it! put in an auction house that way we can continue to let people manipulate prices!" then expect everything to be handy dandy |
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"1. This is semantics but I think it's important. When I use the word "balance" I always mean adjusting player options against other player options. For example, melee vs ranged balance. When I use the word "tuning," I always mean adjusting game elements which the player doesn't have control over. For example, drop rates. Regardless of the terminology used, I feel it's a mistake to use the same terminology for both game design processes. They are very different processes with very different philosophical approaches. Tuning doesn't need to be balanced (monsters don't need even odds to win a fight). Etc. So: droprates are tuned for trade. 2. Trade can be interpersonal or intrapersonal. If you're on your seventh Standard reroll, you probably have a good stock of leveling items and probably some endgame chase uniques in your stash, even if you've done zero interpersonal trade. The stash is a mechanism to trade items between characters on the same account. So while it's accurate to say droprate is tuned for interpersonal trade, that doesn't mean the sole other tuning option is to tune for a single character. I personally believe droprates should be tuned for 5-10 full rerolls without interpersonal trade, meaning that instead of getting everything you need for one character leveling 1-100, you get everything you need for 5-10 characters leveling 5-10 characters 1-100. Those are two drastically different droprates. The efficiency gain of additional characters sharing items has diminishing returns. An economy of 10000 characters is NOT twice as efficient as an economy of 5000. An economy of 10000 characters is NOT as a thousand times as efficient as an economy of 10 (containable in a single account). So I am for low droprates overall. I don't know if I'd quite take things to the level GGG has; as I said earlier, I don't think droprates should be tuned around interpersonal trade. But tuning for a single character going through once is asinine. 3. The biggest problem with third-party solutions is affordance design. Third-party tools which are integral to gameplay shouldn't feel like a hidden feature. There are ways of doing this while still being third-party, but GGG really needs to make an actual damn button for trade indexers which directs players to a moderated list of public sites. 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 Sep 19, 2016, 7:02:09 PM
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" If you don't like it , just don't use it . |
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Great post OP.
I agree with you on all points, I too am tired with the shenanigans of those individuals on poe.trade:(( Hope GGG takes the time to seriously improve trading in their game further. "Too Wierd To Live... Too Rare To Die...."
Personal Motto Finally made it to lvl 100... Only took me 3 years...:) :( |
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