GGG's argument about AH/state of trade that is grinding my gears - 2018 edition
" 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
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Currency AH is all I want really.
Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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" 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. " 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. " 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. " 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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" 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! |
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@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
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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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" That is laughably incorrect. " 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. 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. " 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. " 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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" 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. " 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) " 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
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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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" " Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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