I need an automated trading mechanic to enjoy this game again
" That's why you should read a bit better. You know, reading makes people understand stuff, for instance that I said 'Limit the amount of trades possible' This means... let#s say instead of premium stash-tabs we get get the functionality split, no more premium tabs but all are customizable... on the other hand (just an example-number) we get 5 (equipment only) slots for each of them owned. Consumables shouldn't be limited at the end-goal always is equipment anyway, hence there is no reason for limitation for those. " Wha? No, the game already has a VAST difference between trading and non-trading players. You're falling into another fallacy here once again. Increasing convenience for trade causes people to use trading as it's... well... convenient. Hence the amount of non-trading players shrinks to a very very small number. Also once again, limitations would immediately and without effort for GGG take care of it, you just tend to ignore this seemingly. " That's absolutely true! So let's go into it: " which we need to take into perspective as to when in the game this happens. -Are you just looking for MS-boots to get quicker through Act 1-10? -A set of equipment to top off your resistances after entering the mapping stage? -Actual upgrades during mapping to reach uber-elder? -Post uber-elder upgrades? Those are the only viable times to upgrade a character, given the 'common Joe' usually abstains from trading since the experience is too convoluted, frustrating, time-intensive we're left over mostly with long-term players, veterans with several leagues under their belt or people who want to generally progress quick and have taken the effort to get into it. " Which only counts for 'common' drops. Hence normal bases with normal 'drop' mods. This doesn't take into account any form of Essence modifier, Fossil modifier, multi-craft, very rarely dropped mod for annul+multi-mod or temple-mods. Hence those are all 'outside' the equation in this case as demand/supply is entirely on another scale there. " Absolutely true! That's why we have the current situation of 'non-specific' drops are utter garbage and nobody picks them up, they just aren't worth the time-investment. The majority of gear is crafted at the moment, hence the only limitation is supply of consumables versus chance for the right outcome. Given that off-meta-stuff is worth absolutely nothing while meta-stuff has a skewed supply/demand once again we can easily see where this is going, meta-crafts are inherently worth something as the majority needs them. Afterwards we move on to multi-mod anyway, crafts which aren't usually found for this power-level and having an inherent limitation on value for the crafts. Those are the baseline hence and since the amount of drops which are better is so minimal we can openly say the crafting cost is a hard-limit for indefinite time. " That's a massive strawman. A very masisve one. With cost of opportunity sinking the exchange-rate for chaos to exalt changes, hence exalts rise in price to crate those top-tier items while chaos sinks further, probably a 1/250 exchange-rate. Complete de-valuation of the currency-system in PoE is impossible as the cost of opportunity is handled by top-tier equipment, not mid-tier. " Another massive strawman. Mirror- and god-tier items are limited by the supply on the market, once again, god-tier needs commonly at least 2000+ ex, that's the work of dozens of people during the time of a whole league, hence supply/demand is permanently sustained unless the drop-rate of currency gets too high. To change that ratio it would need to be roughly 5-10 times as high at least. " Your strawmans build upon each other... so this one is also inherently wrong. Crafting is always worthwhile, the amount of craft-only options is a superior method compared to drops right now, hence those retain their value indefinitely. Namely: Alterations - Multi-modding as annulments are too rare in comparison. Scouring - The top-limitation are chancing 'space-gear'. Chaos - Zana mods becoming more viable, permanent running of those depletes the market overall, not sustainable with drop-rate. Exalts - Multi-modding, general crafts and increasing value of top-tier items as well as fossil-crafted items. Annulments - Obviously multi-modding and gambling for increasing value of top-mods. And above all that we still got meta-crafting layered which needs exalts, scours as well as alchemy/Alts for the blocks commonly, rarely chaos. This alone is more then enough to retain the value... it's a ridiculous notion to think the currency itself would become worthless. " You're mistaking the current state with the future state here in a ridiculous manner once again. Also once more, implementation in-game has superior options to take care of bots compared to the trade-API. GGG needs to invest resources there though. Bot-wise it would otherwise stay the same as bots already are so vastly superior that no other game I even know comes even close to efficiency there. " That's where my idea for a 'blank slate' for each tier comes into mind again. Dropped a T6 map? Choose yourself which one it is! Takes care of the whole RNG-notion to a large degree and allows GGG to make each map unique for drops/damage-types/challenge-type. Problem with RNG for progression solved while also increasing the variety in content massively. " The majority of those needs adjacent maps though, which once again are limited on drops for those. That is the reason why we got Horizon orbs as common drops now after all, to alleviate the issue. Patchwork-solution though, eases the issue, doesn't take care of it. " Once again a fallacy here. First of all... those items are utter garbage and I can easily craft several better ones with the currency I find during a league while playing casually. You're just a bad example for a player who is experienced. But! We're talking about the 'average Joe' here after all, so let's go from that perspective, right? To increase the participation in crafting and trading both of those systems hence need to be more intuitive, in-game helpers and a proper documentation... also in-game instead of outside. That's a staple thing any good game has to provide, PoE doesn't yet, which comes from their roots and being a very old game. The implementation of those is overdue though and should even come above new league-specific content as it creates a level playing-field for people. Personal in-game skill is what usually decides a players standing, not information acquisition outside of a game... for obvious reasons, here it's sadly the case though. The game btw is balanced for crafting along the way, every dimwit can kill uber-elder in a month after acquiring the knowledge, given they aren't a complete newbie in the genre or even for gaming in total. 2 Months with playing fairly casually. The reason people don't reach that state is either frustration before that and quitting the game therefore (for a myriad of reasons) or a lack of knowledge the game should've provided firsthand. It's already ridiculous enough that a new player shouldn't explore the game on its own but instead rely on a guide to be able to learn the game conveniently. GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease. Everything fixed but still broken. |
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" I've already said, i dont see that as a problem. Common "junk" items will cost nothing - how that can be a problem? Furthermore, with AH, some loot - certain essences, fossils, etc - might grow up in price, cause now one CAN actually buy enough of themwithout spending much time. " Yes, maps are end-game. But imagine, if you have to run Act1 5 times before you can get to act 2? Would anyone like that? I think, no. But that's exactly what happens with Atlas! Endgame should be gated behind difficulty, not repetive grind of easy content. Yes, if you're too weak for Act2, you can farm Act1 a bit before transitioning to Act2 (for example). You can farm T5 maps before transitioning to T6 maps, etc. But when you're FORCED to farm T5 maps over and over again to occasionally get some missing ones, that's NOT right! I dont even speak about high-tier maps (T12-16), that are gated behind boring grinds of lower level maps and cant sustain themselves. And those arent even difficult for strong build!Actually, strong build steamrolls them. But instead of reducing player's power, they gate maps behind grind so players wont complete game in a blink of eye. That's detrimental for game! " It's obvious, that you cant make a game for both. So what? Developers claim themselves, that PoE is balanced with trading in mind. Players, who dont trade, just inentionally handicap themselves. Just like players, who dont use Ascendancy, or dont level up skill gems, or dont use crafting, etc. Will you claim, that game should be balanced for players, who dont use Ascendancy classes? It's fine, of you want a SSF game, like Grim Dawn or many other ARPGs. But then, you shouldnt defend current trading system. No, you should say "we dont need any trading in PoE, make it SSF game please and raise drops accordingly". And if you ALREADY play SSF, even knowing that game is balanced with trading in mind, then you shouldnt care, what trading system there is. Cause it wont affect you at all! So i dont understand your point, sorry. You want SSF game, yet you defend current trading system and say "we dont need AH". IF you want SSF, say exactly THAT! IGN: MortalKombat Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power Last edited by MortalKombat3#6961 on Jul 18, 2019, 3:38:13 PM
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