Floored by the power spike of TRADING. This will ruin the game.

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AintCare#6513 wrote:
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Fine then I need to use cheatcodes to enjoy the game. You are 100% correct - now let me enjoy my game with cheatcodes, I am not gonna force you to use em


am i obstructing you form enjoying the game? we are discussing the impact of trade and balancing the game around it....


Yes you are in fact, I love crafting in PoE 1, trading is a big part of it, it is how I enjoy playing the game. Don't just project your enjoyment on everyone else.
Farming salt on the forums since 2024
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Just a legit question:

• Isn't this (trading and engagement with other people/economy) the whole point of game having a constant internet connection and online/coop features and quite punishing and indeterministic loot drops in the first place? Otherwise, it could be just turned into an offline game with an optional couch coop mode.


Another things to consider:

• With player crafting effectively being a miniature version of a slot machine, where everything is 99,9% RNG, and there is little to no way to somehow invest time and effort into chasing specifically items relevant for your build (especially before you reach late end-game) - there is effectively no other valid way to gear-up, and time investment and luck required to do anything meaningful in the game will be too punishing for a lot of players.

• Modes like Solo Self-Found exist as an optional gameplay feature to address specifically players, who are willing to engage with such restrictive and challenging environments. And it is important to keep in mind, that not everyone is even actually and physically able to allocate significantly higher amounts of play time, which is the only way to have a sustainable progress with modes like SSF.

• When game has too many punishing mechanics - players will always go the way of least resistance. Experience penalties, progress roll-backs, effective single death system at the end-game activities, very high costs of respec - all these things are creating a situation when players are afraid to make any mistakes or to experiment, because mistakes and experimentation will cost players hours of lost progress and lots of lost currencies/gold.

• Environments, where deliberate and questionable punishment is being used as a way to make game "fun" - they are destined to end-up with meta-gaming, meta-builds, over-optimizations, everyone copying one another, everyone doing everything they can to avoid punishment. This is just a natural human instinct, and this is the reason why in every game there is significantly higher number of regular SC players, when compared to SSF or HC players - far less number of people are willing to deal with it or willing to invest time into it, it is seen by vast majority of people as a just-for-fun thing to do when you don't have anything else on your list.


Important points:

• I totally understand and share the OP's concern that trading is the way of making a character very strong very fast. I totally understand that it removes the excitement of chasing new items, or getting a lucky craft or drop - but there is really no other way around it. And I totally understand that it trivialises a lot of game aspects and mechanics.

• Alternative to trading would be powerful and deterministic crafting system, but for whatever reason this game does not want to focus on crafting at all - this is currently just a mindless slot machine where you can test your luck, but in 9 case out of 10 you will do better just by spending those currencies and mats on trading for actual good items.

• But even if you will have powerful crafting system - it will be exactly 1:1 situation, but the opposite way. Instead of trading for completed items - players will be trading for crafting mats.

• And if you will have both trading and powerful crafting at same time - it will just tremendously trivialize everything.

• The only way of making it without both trading and crafting is the Diablo 3 way. When on launch this game had crazy RNG drops and trading, but later on removed the system completely and buffed gear drops. So in that game 90% of trash items were completely removed from loot tables, all good/relevant items have very high chance to drop, and you just get any build online by simply playing the game for a few hours. Of course, there is still a chase for those better stat rolls, Primal/Ancestral versions of items - but the skeleton of any build can be collected by anyone super easily with no effort. Because when you don't have trading, and you don't have powerful crafting - you have to give players better drop chances and less trash drops in order to keep majority of people engaged with the game.

• And if you will have powerful drops mixed with both or any of two others (trading and crafting) - this will make everything you do in the game even more boring and pointless.


So this is just an endless debate with no correct answer, and every single approach will have downsides. Developers and game designers are running the same hamster wheel over and over again in a search for holy grail - but it is just not there. It is impossible to make a system that will satisfy everyone, that is the reason why the game is divided into SC SSF and HC segments - to give people a freedom of choice, of how they want to approach the game. So rise of complaints that SC players are having an easier time gearing than SSF players - this is just like if HC players would be complaining that SC characters are not completely gone on death. These are just different game modes, and everyone is completely free to choose whatever fits oneself better, and there will never be one-size-fits-all solution, because it is just impossible to do so. And trying to enforce something onto everybody with no choice options left - this will just lead to significant loss of player base.


So without turning it into enforced SSF mode for everyone, there are just three things you can really do:

1. Powerful trading,
2. Powerful crafting,
3. Powerful drops.

So developers are just constantly taking a little bit of each one of those three and trying to shift things around. But when you have trading at all - it just always effectively nullifies other two, because it becomes the most efficient way to do things. So the real question is - how many players would be still playing this game (including PoE 1) if trading was completely removed from the game, or had been significantly cut-down into allowing only very specific and insignificant things to be tradable? - and to answer that question is very easy - you just look into SSF number of players, and that's it - that is your maximum player base. And - would you play this game exclusively in SSF mode every league from now on and onwards for the next 10 years or so? And - how many more players will be burned-out and lost on the long run?


That is why the system in Last Epoch is so good. You can choose if you want to trade or if you want to play self found, but with mechanics and systems that balances both option.

So I do play PoE/PoE2 with a set of friends, if I find an item they can use I cannot give it to them, simply because "trading is evil" so that irks EVERYONE who actually does have friends.
If you enable that on the other hand, there WILL BE TRADING, regardless if its hosted by the official platform.

Also LE in my opinion sucked hard, the crafting is just rng praying for potential to not decrease on pressing the button, then pray to rngjesus to find a 3potential unique to pray to rngjesus the correct stats are being transfered - all in all a super time consuming and grindy lottery.

The crafting in PoE1 while being overcomplicated in some parts has great depth so you can actually work towards crafting the item you want. I do agree that PoE2 would probably need a DECENT chunk of increased currency drop rate and a scouring orb in ssf, but that could just be implemented - it should also restrict the characters to be moved from SSF to NON-SSF though.

That part Last Epoch at least got right, that the SSF factions items could NOT be traded or used when you switched faction to non-ssf.

It is not that trading is bad, because the only thing you can balance around IS in fact trade - you won't be able to balance around lucky and unlucky players, as the lucky one will always have an easier time, balancing around trade you could assume a minmum power level of the player, which might not be a fact on NON-trade.

They should just make ssf-characters unable to be transfered to non-ssf and boost ssf drop rates.
Farming salt on the forums since 2024
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The biggest problem I see is that a lot of players coming from other genres (MMO games) are conditioned to save their currency to trade with, and so they will nerf themselves early on by not crafting when they should be.

I really think we need a way to craft items in the early game without consuming valuable currency. It feels bad to throw an exalt on an average item when you can instead buy an incredibly overpowered item for the same price instead.

And I don't think most players want to cheese the campaign like that, but they will not understand how easy this currency is to acquire later so they won't want to take any chances.

It's like how every player I introduce to PoE picks up every blue/yellow item through the entire campaign and it's really hard to watch but it's because they don't know what to expect. It then feels really bad for them when they reach end-game and make all the money they were saving through the game in 15 seconds.


That and self crafting is terrible. Why waste currency trying to get anything decent on one item when I can spend that some currency on multiple gear pieces?

My first character through I did my own crafting.

I had no resistances by act 3, poor move speed and terrible dps.

I trade on my latter characters and breezed through.

There is no crafting in poe, only pulling on the slot machine.
One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
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The_Song#4903 wrote:
....It really should not be hard for anyone to understand that the existence of trading is detrimental to anyone who doesn't use it, and that SSF is not a valid solution to disliking it.


I can understand this sentiment but as it stands, the game does not offer good itemisation. My first character got hard stopped at the fire priest thanks to poor drops and no trade. Just go farm I was told and nothing dropped for the next 6 hours.
One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
Trading is great. Anyone arguing against it is evil and wrong.
It's worth noting that +2 maps are a dangerous thing.
They can cause players to get out of their depth -
playing maps that are too hard for the items they currently have. Herp Derp.
Just remove the trade window. That will solve many things.
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Anyone arguing against it is evil and wrong.

It's a bit of a leap to assert that people you disagree with about a video game are evil on the basis of that disagreement.
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Anyone arguing against it is evil and wrong.

It's a bit of a leap to assert that people you disagree with about a video game are evil on the basis of that disagreement.


Its not, trading is by choice - enforced not trading is not a choice. I rather chose to play the game I enjoy it rather than being forced to play it in a specific way in which I might not enjoy it, then my choice would be to just not play the game, since I don't enjoy it.
Farming salt on the forums since 2024
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Anyone arguing against it is evil and wrong.

It's a bit of a leap to assert that people you disagree with about a video game are evil on the basis of that disagreement.


Its not, trading is by choice - enforced not trading is not a choice. I rather chose to play the game I enjoy it rather than being forced to play it in a specific way in which I might not enjoy it, then my choice would be to just not play the game, since I don't enjoy it.


The people pointing out that the game must inevitably be balanced around the availability of gear that trading provides have a point, even if it's a weak one IMO.

I don't agree with the suggestion to remove trading, that is flat-out unacceptable to me as a player. I don't see a solution to this complaint (balancing the game around trading) that doesn't involve creating a host of other problems and/or inconveniences, but am open to compromise of some sort if it can be implemented in a way that doesn't screw me over. However, I think that is unlikely and would rather leave things well enough alone rather than make hasty changes and open up other, deeper cans of worms.

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