PoE 2 needs an Auction House

"
bluecometxD wrote:
Obtaining low value items is tedious because people don't often reply to whispers asking to buy low value things so you end up having to shotgun out tons of whispers to get the low value thing you wanted that should have been easy to get.

Obtaining high-value items is easier via trading because people don't usually ignore whispers asking to buy a valuable item.


You have to ask, why do you not have a low value item if you've played any reasonable amount of time? Low value items aren't regional based. They're low value because they drop everywhere.

I'm betting the answer is bots. You need Alterations for crafting, sure but why don't they drop in bulk later in the game? Bots. Why are most unique items of pitiful value? bots.

You can see the difference clear as day on regional locked uniques in fact. The bow Scorn had insane value compared to legion. The good Lab enchants still fetch a nice price.

I believe GGG has developed more recent content with bots in mind. Using them as the low man to get bulk low value items. If we give those bots access to an AH, they will no longer be the low man and they will snipe everything in the game just as they start to do towards the middle of a league.

An AH will service bots far more than players and it sucks but the alternative is far worse.
"Never trust floating women." -Officer Kirac
the game is already like: winning by ripping off players who have lesser knowledge than you about a item's worth.

there's not a single reason to make this effect worse.

ripping off newbs shouldn't be institutionalised, stick your "but other games have it" where the sun isn't shining.
age and treachery will triumph over youth and skill!
"
bluecometxD wrote:
Trading is an incredible chore.

Obtaining low value items is tedious because people don't often reply to whispers asking to buy low value things so you end up having to shotgun out tons of whispers to get the low value thing you wanted that should have been easy to get.

Obtaining high-value items is easier via trading because people don't usually ignore whispers asking to buy a valuable item.


Not to be facetious or disingenuous here, but that is, literally, working as intended.

The system is intended to work extremely well for (very) small volumes of high value trades. Trades where both parties are heavily invested in making the trade work.

The system is also intended to work poorly for high volumes of low value trades. Trades where the seller has very little actual investment in making the trade work. It is intended to work so poorly for high volumes of low value trade as to be a disincentive for that behavior.

Trading is supposed to be: Possible, but difficult.

While user frustration isn't (necessarily) the goal, that was seen as the only driving motivator to meet all the necessary conditions.
'A Balrog,' muttered Gandalf. 'Now I understand.' He faltered and leaned heavily on his staff. 'What an evil fortune! And I am already weary.'
Last edited by Unquietheart#1016 on Nov 18, 2019, 7:54:57 PM
"
Xzorn wrote:
This is actually the major player in why game economies inevitably fail unless the bar is consistently pushed forward by expansions, level caps or other means of economic "resets".

If items are never consumed, lost or broken they will always saturate the market and lose value which results in a chain of other events. It's all based around the simple factual flaw that players don't like to lose their items. Heh, esp if that game allow player looting.

Games with the most successful long term economies have durability, lost/stolen items and an overall need to replace even the best gear which is ideally facilitated by other player interactions creating not only a competitive market but a competitive resource to furnish that market.


Yep, I could go on at considerable length about the game-play loops in EVE, but the durability issue is the key one.

In EVE, most players die a lot, and every time you die, all your equipped items (and everything in your inventory) is lost/destroyed.

Another key element I didn't mention (above) is that most combat abilities in EVE require some form of ammunition, which in turn is also player created. Imagine needing to buy special Alchemical fuel to make your spells work in PoE. Imagine not buying enough, and running out 9/10s of the way through a key boss fight.
'A Balrog,' muttered Gandalf. 'Now I understand.' He faltered and leaned heavily on his staff. 'What an evil fortune! And I am already weary.'
"
BlaqWolf wrote:

A huge document that is 100% self-rationalizing to avoid a demanded feature.

Gameplay features should be suggested, NOT demanded.

I guess this type of entitlement is common with the “me generation”.
"
Unquietheart wrote:
Another key element I didn't mention (above) is that most combat abilities in EVE require some form of ammunition, which in turn is also player created. Imagine needing to buy special Alchemical fuel to make your spells work in PoE. Imagine not buying enough, and running out 9/10s of the way through a key boss fight.


Funny enough I don't have to imagine it. I haven't played EVE but I played Ultima Online long ago and spells required reagents for every cast. It was UO all those years ago that taught me in order to have a long term functioning economy. Players have to loose and replace gear.

That game also taught players the hard way not to go strolling around in expensive gear unless you're with buddies otherwise people will kill you and take it.
"Never trust floating women." -Officer Kirac
One of the Major reason why POE is a great game and stands out from its other competitors is because it is strictly free to play and aside from Pay to look cool Micro-transactions there is no pay to win/ auction house aspect and is loyal to the dedicated player. It rewards people that learn the game.

Please don't bring in an Auction House.
"
Shagsbeard wrote:
Here's why it can't happen: PoE is a game that thrives on finding items of value. You would (and Blizzard did) think that an AH would be a natural inclusion for a game like this. It's not. It ruins the game. It removes the value from items too quickly. You no longer would value anything except that which could be bought and sold on the AH, and if the game were to provide those items for you to sell, there would have to be far too many of them to make a market viable.

The difficulty we have trading in this game is the only thing that is keeping items valuable. If trade were easy, the supply of items on the market would increase close to 100 fold. People wouldn't have a reason NOT to list items. We'd quickly see that items that weren't the best would have no value at all. "Good enough" would be free. Once that's established the reason to play the game is gone. It would no longer be fun.

You think that being able to sell your items easily wouldn't effect the market... that the buyers you trade with would still be there buying your stuff. They wouldn't. They'd be buying better stuff, or once they did, wouldn't be buying stuff anymore.


And you and Phrazz pretend D2 isnt the emotional motivator for not trading... wow. The self blinding pity logic is intense here. "You will ruin my game because I cant stop myself from easier trades, woe is me!"

You also reference Diablo, then immediately claim you didnt when the flaw in your logic is shown.

Insane.
Definitely Yes
For things less than 20 chaos in price and equivalent in other currencies.

Unless 4.0 will be a parody on New era of PoE. This game badly needs trade upgrade, its stuck at ages ago, where were not so many things to sell. Now ins very different times.

So game need to be relevant.
Thats why yes.

And yes, becaus no matter, what, bots will be here. They are already overboarding PoE economy, everyone knows that. Easy to spot this, very easy.
"
Xzorn wrote:
"
Unquietheart wrote:

No, it's a document by a professional game designer with a keen understanding of his game system. A document written to explain to non-game designers why a feature they might like might not be good for the EVE Online is an MMO. (To mention just a few of the key differences here:) It uses a shared overworld where players compete for resources. Most equipable items (such as ships) aren't actually items, they're consumables. They are by their nature in the EVE universe, transitory, disposable.


This is actually the major player in why game economies inevitably fail unless the bar is consistently pushed forward by expansions, level caps or other means of economic "resets".

If items are never consumed, lost or broken they will always saturate the market and lose value which results in a chain of other events. It's all based around the simple factual flaw that players don't like to lose their items. Heh, esp if that game allow player looting.

Games with the most successful long term economies have durability, lost/stolen items and an overall need to replace even the best gear which is ideally facilitated by other player interactions creating not only a competitive market but a competitive resource to furnish that market.



Eve "item consumption" doesn't even compare to PoE, in PoE all players items vanish every 3 months, so we can say it's impossible for the market to be saturated (unless item drops are over the top), ironically the market appears to be saturated all the time, exactly because its a pain to trade, which means the majority of the bulk of trades that happens are made by bots/macroers in conjunction of RMT players. Current system is beauty isn`t it.

https://www.pathofexile.com/trade/exchange/Blight/kGlWRru5
https://www.pathofexile.com/trade/exchange/Blight/eywjo4cL
https://www.pathofexile.com/trade/exchange/Blight/6EQ0E6iG
https://www.pathofexile.com/trade/exchange/Blight/PoZV0qhL

Do you think this people manually made tens of thousands tradings of currency by hand? Or that they farmed it by themselves? Don`t be naive.

Report Forum Post

Report Account:

Report Type

Additional Info