GGG's argument about AH/state of trade that is grinding my gears - 2018 edition

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Perq wrote:
So, it is this time in the year again - lets complain about trade. Thats something nobody came with recently, right?!

Jokes aside, I want to (once more) debunk an argument that GGG is using against implementation of AH. I'm not going to focus on AH itself, or whenever the AH is good for the game, but only this one argument against it used by GGG. They argument is:

There is already a disparity between 1% and more casual players. AH would be more efficient therefore making the disparity even worse.

I find this argument flawed on many levels. Lets begin:

The legendary Trade Chat and lack of information for new players

So, GGG is saying that the efficiency is the main factor which makes the 1% wealthy, and casuals poor. Well then, lets look at the game from new player perspective, who doesn't know anything, or knows very little about the game.
He logs into the game, levels up a little bit. Hits level 40, finds exalted orb. He doesn't know what it does, but notices that there is trade channel in the game. Looks it up, notices people are selling powerful (it his eyes) items, and they only want ONE of this orb he just found. Wowzerz! Lets get it!
The point is: there is literally zero information IN-GAME about the existence of poe.trade. Scammers flooding the trade chat with useless 1c junk priced in exalts know about it. The outcome is obvious: people who scam newbs get extra income, news get shafted.

The 3rd part trading software and premium tabs

New players not only don't have much information about how much they can buy with their currency, but they also have little information about how to SELL their items. They've already seen the trade chat and they may try learning prices from there. What might happen is that they start wasting time trying to sell worthless items on trade chat, instead of actually getting currency/items by playing the game.
But there is more - even if they happen to hear about poe.trade from somewhere, finding information about how to post items there isn't very obvious, neither.
While premium tabs exist, not all new players (and ESPECIALLY new players, who just got into the game) will make the decision to buy them. GGG argues that there are 3rd part programs that can be used, but do new players really know about that? Of course they don't - how would they?

The price fixers, afks and scammers

So lets assume our new player got through scam-chat, managed to somehow find information about 3rd part software to post his items on forums (this includes convoluted process of making shop thread, finding thread ID, SESSIONID from the browser... you get the idea) and now he start selling his items.
Great! He is now probably one in ten new players that managed to get through all that stuff.
But he is still a new player, so he doesn't know the prices. He bothers some streamers about the prices, and they tell him to check poe.trade for similar items. Of course!, he thinks to himself, thats obvious. He looks up the price, and posts his item. 5 seconds later someone PMs him to buy the item - hello, its your friend, Price Fixer making some more currency.

Trade is bothersome - only determined stay

Lastly, the point I've made multiple times now. The very fact of trade being bothersome means that many people will not want to take part in it. And as we all know, trading gives huge advantage, because you can get rid of what you don't need, and get what you need. Making (and leaving) it bothersome means that some people will simply pass on it, while other determined enough will milk it till the end of the world. Who is who in this scenario is pretty obvious, I think.
That said, this is funny how GGG is so stubborn about flask macros, but yet allows all sort of different trade macros that make trading way more EFFICIENT. Wasn't that the problem we started with, by the way? Efficiency being too high?

In conclusion:

To make it clear - I'm not arguing about adding AH here. In my opinion AH isn't even necessary. But what GGG has failed multiple times at is giving new players tool and information to get into trading without being burned and leaving. I personally find GGG's move of creating their own trade site worthless, because while it sits proudly on the main site, there is absolutely zero information about it in the game. The trade being as bothersome as it is means that unless you are determined to use it optimally, you won't get much from it, which is the very reason the disparity exists.
In other words: inefficient trade is the reason why disparity exists - not the other way around.

Back to the OP for just a moment here: 9000% agree, this point in GGG's anti-trade arsenal is completely illogical.

Difficult trade exacerbates player disparity. AH would reduce that disparity. Reduce, not increase, as GGG seems to believe. For all the points the OP laid out so well.

Personally, I'm pretty sick of many stubborn design choices in the game right now, all centered on the frustrating RNG barriers to everything fun. Frustrated players play longer and spend more money, apparently. Yeah ok... not this one. Trade is much lower on the list of reasons GGG have lost my goodwill.
Last edited by Thraellic#0928 on Feb 11, 2018, 4:54:02 AM
Currency AH is all I want really.
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
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Boem wrote:

That post where you claim GGG doesn't implement in-game trading because it would make trading efficient by some "X value" marging after they themselves increased the efficiency of the trade system by a huge margin in the past two years.


Now you are saying that if they make trading easier in some ways, they must be willing to make trading easier in all ways.
That simply does not follow logic.

Drawing the line at some point is a perfectly consistent behavior.


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Boem wrote:

While excluding the possibility there is no relation between trade efficiency and trading not being in the core game yet?

While at the same time telling me i need to move myself into GGG's position to contemplate this.

Yeah, i read that.


Sure it's a possibility that they don't actually care, but that doesn't make all your claims about an in game trading system not affecting trade vs self-found/craft true.


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Boem wrote:

Reading stuff like this is cringy at best, i hope you are aware of that.

1) you don't explain "the mechanics at work" that i am misunderstanding(convenient stuff)
2) you claim i don't see the downsides without questioning me about that fact(convenient stuff)

On the other hand, you obviously know all of the mechanics at work and are 100% correct in your assumption about the downsides.

A stellar position for discourse man.


Explaining the mechanics at work is all I have been doing. Just reread the thread without your presumption that I am pushing an agenda and you will see that in post after post all I am saying is that an in game trading system would remove a barrier to trade and thus make people trade more, which affects the balance of trading vs self-found/craft.

You have consistenly been saying that it would not have any effect, meaning you are misunderstandiing something fundamental about the topic.

Yes, I am 100% correct in the assumption that there are potential downsides for some people.
I am not exactly making any bold claims here.

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Boem wrote:

edit : and to be clear i understand your position quite perfectly.

Your echoing the sentiment that GGG fears the effects efficient trading could have on loot distribution between players.

But, it's just an echo. Hell you didn't even explore if their actions enforce that statement.


This action enforced that statement.
I don't actually know what GGG are thinking, so my position is that this is consistent with the manifesto.
Last edited by Sickness#1007 on Feb 11, 2018, 5:24:55 AM
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Thraellic wrote:

Back to the OP for just a moment here: 9000% agree, this point in GGG's anti-trade arsenal is completely illogical.

Difficult trade exacerbates player disparity. AH would reduce that disparity. Reduce, not increase, as GGG seems to believe. For all the points the OP laid out so well.


umm... no.

the biggest factor in the disparity is knowledge/ignorance. those who know the economy will generate much more wealth than those who are ignorant.

an AH wouldn't make the ignoramuses any more knowledgeable. it would just make it easier/faster for those who understand poeconomics to amass wealth.

and that's assuming everything's on the up and up. throw bots and other shit that's against the ToS into the mix, and it's even moreso.
[Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
@Sickness

You keep making these claims based on omnipotence when it is obvious for a player actually playing the current game state that you are wrong.

I told you like four pages ago ->

A player only crafts when his gear progression has stopped and the market can no longer provide upgrades.

This is, currently, the most efficient route to crafting. You might claim people craft more and do it a lot sooner, but i am talking about actual informed and efficient crafting within the current games context.

Everybody can play "inefficient" and shoot themselves in the foot. But since there is an economy and macro scale power between players in the form of wealth the assumption should be based on the most efficient strategy within a system.

Your saying that people somehow craft before that point in the current game state because a "random X%" of people are marginalized and excluded from trading due to barriers of entry.
There is no redeeming factor to this.

- They get economically weaker compared to others
- They have poor game-play experiences

Which is why we regularly see those people leave and post "angry feedback".

And your fundamental stance on the mater is "GGG wants this therefore it's ok".

As a community member i disagree and as a person i want everybody to enjoy and have fun in PoE. I don't want everybody to succeed automatically, but they should be given the tools to enjoy the game fundamentally, trade being one of those tools.

To sum up :

Efficient crafting is already reserved for the top 1%, no amount of efficient trading is going to push crafting in another occupied space within the macro of PoE.
Which refutes the notion that implementing trading into the core game will somehow effect crafting.


It currently doesn't hold a "general macro space" so it cannot be moved from "general occupied space" to "niche location"

This assumes efficient crafting and not random lottery players throwing some chaos on a ring.(which is not "crafting" but just a crap-shoot hoping you get the 1/1000 odds of being lucky)

The same holds true for self-found items and the potential for upgrades. They occupy a specific space already and will not move from that location with more efficient trading.

Last time i posted this you simply retorted with "this is not true" of some kind. Which basically demonstrates you have no clue of the spaces that the current systems occupy.

Go talk with some random players in-game.

Ask them, how they see crafting, how they see self-looting and where they put trade in all of this.
Ask them if they would somehow "craft" less then they currently do if trading became "more efficient".
Ask them if they would loot less if trading became more efficient.

I already know the answer to these questions since i talk to people in-game regularly and from all layers of play.
Which is why i can make the statements i am making regarding the subject.

Not one person out of my entire friends list would craft an item in a million years in the current game-state unless the market simply doesn't have what they want or they just had a few to many beers and going "lottery time".
Making trading "more efficient" doesn't result in people crafting less, when those exact people are already not crafting because trading is already the better option.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
Last edited by Boem#2861 on Feb 11, 2018, 7:27:22 AM
Personally i fall asleep in poe lately like whit d3 ,I get 1 alchemy orb in 3 h on t11-12 maps, died on a pack of bearer casue i was annoyed .Tuning this game in another D3? good luck.
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Boem wrote:

A player only crafts when his gear progression has stopped and the market can no longer provide upgrades.


That is laughably incorrect.

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Boem wrote:

Your saying that people somehow craft before that point in the current game state because a "random X%" of people are marginalized and excluded from trading due to barriers of entry.
There is no redeeming factor to this.


And again you are comming back to your false premise that people are either trading all the time or none of the time. It's simply not true.
Here is what you need to understand: The easier it is to trade the more frequently a player will trade. That means for example buying gear upgrades more often during the acts, making the game easier and reducing the reliance and usage of self-found/crafted gear.

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Boem wrote:

And your fundamental stance on the mater is "GGG wants this therefore it's ok".


No. You are fundamentally misunderstanding everything I am saying.
My stance is "GGG wants this, I think it's ok". What GGG wants does not shape my opinion in any way what-so-ever.

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Boem wrote:

As a community member i disagree and as a person i want everybody to enjoy and have fun in PoE. I don't want everybody to succeed automatically, but they should be given the tools to enjoy the game fundamentally, trade being one of those tools.


Yeah sure, but you can make that argument while still accepting what GGG puts forward in their manifesto and what I am repeating in this thread.

Your denial makes your argument weaker, not stronger.

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Boem wrote:

This assumes efficient crafting and not random lottery players throwing some chaos on a ring.(which is not "crafting" but just a crap-shoot hoping you get the 1/1000 odds of being lucky)


Why even bother with semantics? It's crafting.
Last edited by Sickness#1007 on Feb 11, 2018, 8:49:32 AM
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Sickness wrote:
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Boem wrote:

A player only crafts when his gear progression has stopped and the market can no longer provide upgrades.


That is laughably incorrect.


No this is entirely correct within the current game-model to efficiently craft.

If your going to state that is incorrect, then it's on you to provide examples of how this is incorrect.

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Sickness wrote:
And again you are comming back to your false premise that people are either trading all the time or none of the time. It's simply not true.
Here is what you need to understand: The easier it is to trade the more frequently a player will trade. That means for example buying gear upgrades more often during the acts, making the game easier and reducing the reliance and usage of self-found/crafted gear.


No i am stating that people that know of trading, will utilize trading when the parameters i used are met.
(power relevant to content is insufficient)

While people that don't know of trading will not utilize it and have a bad-player experience.(since the game is balanced with trading in mind as a form of progression)

For people that know of trading, trading is currently NOT a big hurdle to overcome, they visit Poe.trade and have their desired item five minutes later.(if the parameters of trading are met and the market can provide their desired item => if not, the crafting parameters are met and the player is forced to do that)

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sickness wrote:

Why even bother with semantics? It's crafting.


No it's a lottery system, efficient crafting is when you have lvl 8 masters and are able to force RNG in your desired direction which allows knowledge to become a relevant factor in the process.

Anything preceding this is throwing currency on an item and praying for results.(inefficient crafting)

You might call it crafting since the game calls it that way, but no mater how you twist it it's inefficient currency use in a game-model that allows trading as a way to upgrade equipment.
(inefficient until the market can no longer provide the required equipment upgrades)

Your basically telling me that the current implementation of trading will provoke players to spend 400 chaos orbs to craft a 30% move speed/80 life/double resis boots because they are required to utilize PoE.trade otherwise. But this is not the reality in any way shape or form.

I seriously suggest you go and actually talk in-game with a couple of people to understand their trade behavior and why/when they utilize trading.

People that use trade, use it in the fashion i am presenting here in the current game-model.

People that don't use trade(ignorant of PoE.trade's existence since nothing directs them to it) tend to have poor experiences with the game and simply "move on".

All of my presentations assume efficient use of currency and trade within the current game-model. I assume the dev's balance around efficient usage of the tools provided.(also referred to as "skill" or "game knowledge")
And people that don't use their tools within those constraints are inefficient and need to "git gud" or improve their skill sets.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
The easier it is to trade the more frequently a player will trade. That means for example buying gear upgrades more often during the acts, making the game easier and reducing the reliance and usage of self-found/crafted gear.
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Sickness wrote:
The easier it is to trade the more frequently a player will trade. That means for example buying gear upgrades more often during the acts, making the game easier and reducing the reliance and usage of self-found/crafted gear.


"
Boem wrote:
No i am stating that people that know of trading, will utilize trading when the parameters i used are met.
(power relevant to content is insufficient)

While people that don't know of trading will not utilize it and have a bad-player experience.(since the game is balanced with trading in mind as a form of progression)

For people that know of trading, trading is currently NOT a big hurdle to overcome, they visit Poe.trade and have their desired item five minutes later.(if the parameters of trading are met and the market can provide their desired item => if not, the crafting parameters are met and the player is forced to do that)


Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes

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