A Community Almost Completely Devoid of Sympathy and Empathy
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Tabs are a necessity at some point, but that doesn't make them P2W. It makes them Pay to play. Every game has some aspect of that.
You can play PoE free to a point, but at some point you have to pony up about $40-60 for the tabs. That's not P2W. P2W is when people who can pay, and continue paying, have an advantage over those who don't. Tabs don't give you any material advantage. They're just necessary to play. |
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" This is partly my fault and I should have been more clear in what I meant by services, I was referring to crafting services, which SHOULD have a safe way to be utilized as a trade mechanism. Lookalike items shouldn't be a thing like starforge and voidforge in terms of lookalike though. They are supposed to be unique items, so make them unique. The game itself also should make it clearer with links, so that a 4+2 versus a 6 is more obvious. As to your nigerian prince comment, think about how those scams work for a moment. They spam email as many people as possible so that they can get that one person who is tired or medicated or not thinking clearly. A very large portion of PoE scams are done exactly the same way because if you get caught on you lose nothing but a fraction of your time but you gain far more when you're successful. If GGG really wanted to properly execute their stated vision, they should enforce bans when there is sufficient evidence of an actual scam, and should state as such in the ToS. They don't, because they want to cover their own butts and because they don't have the manpower, through their own fault. You want everything to have a value that includes crafting services, Bosses, each item, etc, then you as the developer need to make it so. |
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" 1. Services aren't guaranteed. If you could just pay someone, then why not pay an npc? Why bother having to unlock crafts at all... etc etc etc. I don't enjoy the game enough to bother unlocking tons of crafts every league let alone starting from scratch anymore. Anything I'd be willing to pay extra to craft would be to valuable to risk giving it freely.... 2. After so many uniques, you can't be surprised - there are hundreds. If you can see the difference between the shaper and elder background, your eyesight is poor -- or weren't responsible enough to take a FEW SECONDS to look. 3. I STILL remember getting scammed in DIABLO 2 over 10 years ago. A completely different game a long time ago, yet the lesson is still the same, take a few moments to verify or pay the price. But seriously, complaining about the lack of manpower just goes to show you seriously underestimate the pettiness of players, despite the title of the thread. It's like expecting police to always be ready just when you need them completely disregarding the reality of logistics. Yep, totally over league play.
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PoE is NOT a user friendly game. You need to reference so much stuff on the Wiki and elsewhere. So in that respect at least PoE is a hardcore game. I'd love to know how many new players attracted to the game return for a new league considering how unfriendly the game is to newer players.
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" I agree they aren't guaranteed, even crafting services. However, the point I was making is that GGG has stated that they wanted crafts to have value and that they want them to be able to be traded. They haven't made a user option for that like the trade window, though and that results in scams that no matter how much looking you do you can't prevent. 2: The fact that they have the same base model and the only difference is some slight shading on the sides is problematic for color blind people, not to mention people with any sort of visual impairment. This is solved by reading the name on the items, yes, but it doesn't absolve GGG of criticism for making 2 identical looking items with vastly different functions. 3. I still remember getting scammed back in old original diablo Bnet days, doesn't absolve GGG of being criticized for not matching their efforts to their stated visions and acting accordingly. The lack of manpower is a common argument that people who criticize others' posts seeking trade improvements frequently make, which is why I included it. It's also GGG's fault that they have so little, they started making money and didn't hire/train more staff, they got bought out by Tencent and didn't hire/train more staff, that's on them that they lack support staff and coding staff etc. Finally, your police analogy falls flat because they train people to be ready to deploy at a single radio call, they have units actively patrolling and assessing neighborhoods. So the odds are quite high unless you live on a remote mountain that there will be police available when you need them. As to the pettiness of players that is also on GGG. They have encouraged it, and in fact frequently reward it. What they should have done from the start is have a readable cache of player messages that go back a certain number of hours and actively stated in their ToS that scamming was against the rules. They don't for obvious reasons, one being that they designed their game in a slipshod manner that has little to no security in it. Another reason being they still haven't bothered to staff adequately, and yet a third being that Chris is a metaphorical sadist who enjoys the suffering of the players of the game he won't play. |
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" As far as crafting services or rotations go, there are limitations. As far back as D2 (the origin) there was a time where it could be exploited and was not secure. The more complex the coding the greater the chance of a system to be exploited. Could trade have been implemented to be more efficient? Sure, but that inefficiency is intentional to help regulate the economy by having players decide if it's worth the effort or not to bother to sell. I'm still slowly cleaning out several leagues worth of items and plenty folk won't even look at the abyss that is their standard stash. Even now I still find myself reluctant to dump stuff I bothered to store in the first place. Color blind folk are going to have a harder time gaming period, as would anyone suffering from some form of visual impairment. People who fall for "scams" because they fail to verify, that's it. People are human so that's bound to happen. But the problem is people typically have a hard time accepting responsibility for their own mistake, especially gaming. When I dropped several exalts to pick up a starforge during Legion, there was at least one thread a week complaining about a "scam". The first one I bought as a six link had no issue - yet I still took a moment to mouse over and check the links and match the numbers to what I saw listed. The reason I brought up getting scammed in D2 is because it took just once to learn that lesson and it stuck with me since all these years later. If players were smarter, they would be so diligent that almost no one would bother trying to deceive in a trade because it be almost guaranteed to just waste their time. Policing thousands of users means you can't be wasting time on petty complaints. Having worked on the support end for an MMO years ago, I was amazed at how much of the traffic was over the most basic of things. Given the option of taking 5 minutes (or less) to look for an answer or waiting over half an hour on hold on busy days - it's frightening how easily so many people would rather endure the wait over fixing it themselves. If you can't trust folks to be responsible enough to protect themselves in the most basic way, you can't really trust them to be earnest when reporting people either. They be the same kind of people that would rather wait and hope someone fixes it instead of realizing to restart or actually plug the damn thing in the first place. Yep, totally over league play.
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" I wasn't talking about the inefficiency of trade in this post, only that their stated visions don't match up with their implementation through their own fault. However, since you brought it up, of those who do trade, inefficiency of trade is seldom the barrier to them engaging in trade, if at all, it's just a minor annoyance that for all intents and purposes also doesn't match with GGG's stated design purposes or even with their ToS. Policing thousands of users is what GGG signed up for when they made the game online only and then balanced the game around the fact that players are supposed to trade. Balancing the game around trade means your players have to engage with one another, and that means you have to lay out the ground rules and enforce them. That requires monitoring that they have shown they are quite inept at. Now that doesn't mean I don't enjoy the game, it just means I will levy what I see as fair criticisms their way. The fact that they have so little coding staff leads to the absurd amount of game breaking bugs they have, and that then overtaxes the amount of support staff they have. They need to hire more people and try to keep the game running properly, which will reduce their overall workload. |
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There is one basic ground rule - you're guaranteed to exchange the items within the trade window. Outside of that, it's up to the players to decide and honor their agreements. As convenient as it would be to run chayula rotas or whatever is in heavy rotation I accept that doing so isn't worth the risk.
Let's take a game with an AH. In SWTOR, meaningful gear is almost exclusively restricted to drops within 8 man operations groups. While there can be others items of note (typically decorations) the primary rewards are the gear tokens that drop from every major boss. These drops can only be distributed amongst the party participating for a limited window before permanently binding to an account. There are generally more people involved than actual rewards - it's natural for a few of the participants to leave empty-handed despite their contributions. There are maybe 3 options for loot distribution. Most often, master looter is used for convenience. This grants one person sole control over the loot. Despite the potential that said person can effectively take everything, most players are trustworthy enough to distribute fairly. One of the factors that helps to keep people honest is actually skill level. Teamwork is essential to completing the harder difficulties, and higher proficiency becomes a major factor. In other words, it's usually not worth screwing folks over when you may need to work together again later. PoE is single player. Sure there are guilds, but the focus is on the individual. There's nothing really to prevent someone from using an alternate name or account to protect their main account from a notorious reputation. As for coding issues - I would say it's less the team size and much more the deadlines. New leagues are basically new code merged with existing code. Given the size of the current build, it's no surprise that bugs aren't caught before each new release. But, given the nature of the community, 3 month leagues were the best compromise. I would rather they take some down time to clean up the code a bit, but it's extremely unlikely that's feasible from a financial perspective. Yep, totally over league play.
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" Again, talking about crafting, not rotas. GGG wants their crafts to have value, and according to them, that means they should be able to be traded. They have implemented nothing to support that, and have shown no inclination toward doing so. I am unfamiliar with SWTOR's endgame, as I hated the gameplay when I tried it and quit at about level 40ish, but SWTOR is not an ARPG/HnS. It's at best a standard MMORPG, and so is not relevant to the discussion of an ARPG/HnS as far as gameplay/party play/trade. Caveat here being it's entirely possible in Poe as well to run a party instance and come out with naught but a few wisdom scrolls. Skill level in PoE, what with powercreep, is becoming less and less relevant as well. They have painted themselves into a corner. Single player is a bit of an odd argument to make, given that GGG has stated that they do want party play and, tangentially, that they want bosses to have value and the ability to be shared, and the fact that it's "free to play" leads to the rise of alt accounts and multi-boxing. Lastly, that is again entirely on GGG's head and could be rectified by an increase in competent staff, as, if there's more people to design, test, and debug the product then the overall rate at which things can be done is increased, up to a theoretical cap of course. We do both agree however that downtime to clean and debug the leagues and content in between would be a huge improvement. |
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There isn't anything preventing you from crafting an item or adding a crafted bonus (that you unlocked) and putting the item for sale. The potential for abuse comes when you offer to pay someone to craft something you haven't unlocked.
I don't pay people to craft for me because anything I'd be willing to pay to have something crafted onto is too valuable for me to trust to a stranger. I brought up SWTOR to point out how the economy dictates trade. Most of the stuff worth buying in SWTOR in the AH come out of lootboxes other people paid real money for and are reselling. Gearing is almost exclusively through teamwork. You also need to be subscribed (last I checked) since they discontinued the passes. What does that mean? You can't just create another account to hide screwing over others. The players able to complete the harder content are a tiny fraction of the playerbase, so it works against you to try and cheat them in the long run. Poe is pure Free to play and single player focused. One can easily mask their duplicitous behavior through an additional account and still reap the rewards, no worries of items that bind on pickup or to account. Since there's no progression requiring teamwork, there's little to no natural incentive to encourage honesty. That is why it isn't some "odd argument". Yep, totally over league play.
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