Floored by the power spike of TRADING. This will ruin the game.
" No, my point is I want people to enjoy this game, I want players to enjoy finding items. I want players to enjoy a well crafted difficulty ramp, not one they suffer through because they don't engage in trade, and not one they blow through because they do. Last edited by crazyfingers619#3901 on Dec 17, 2024, 5:55:22 PM
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The difficulty ramps totally fine. You can mitigate the 5% of the game that is the campaign with some currency, that you still have to get somewhere. But to progress through the bulk of the game still takes investment in time and each increment costs more than the last.
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" For several reasons: 1) It adds new goals ARPG (at least in high level play) is nothing without goals. Income and the economy can give you lots of these goals 2) Value to items Trading gives value to items you do not need. Not everyone like rerolling characters forever, and want to min/max one character,, which brings us to: 3) Min/maxing Min/maxing a character, making it as close to perfect as you'd like will never be possible in an SSF environment, unless the game has stupidly high drop rates of everything. 4) Fun A LOT(!) of people find trading fun. 5) It adds more value to planning Planning a build is more or less useless when you don't have access to stuff you need. 6) Variety in games A LOT(!) of ARPG's are not centered around an economy. PoE goas a different route, which is a good thing in the grand scheme of things. 7) Difficulty It lets you choose your own difficulty, with SSF leagues being a thing. I could probably go on. Bring me some coffee and I'll bring you a smile.
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I honestly don't think this hill will be worth dying on.
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=============!!BIG IDEA TIME GUYS, PLEASE READ THIS POST FULLY!!=============
=============!!BIG IDEA TIME GUYS, PLEASE READ THIS POST FULLY!!============= =============!!BIG IDEA TIME GUYS, PLEASE READ THIS POST FULLY!!============= I had this idea... what if trading required "trade tickets?" So in order to initiate a trade you would need an actual item to start that trade and it would be consumed. These "trade tickets" would be rare, no drop, but on even rarer occasions... they would be TRADEABLE! Only the absolute most elite players would purchase these at INSANE high prices, and players fortunate enough to find tradeable trade tickets would be able to trade them for really nice items, but only 1 item at a time. There would be a trade limit, one item for one item, this will fuel a return to the barter system, item for an item. So this way we could gate lower level players from just going on trade, and make trade tickets a bit more common at high end, and it would GREATLY restrict the economy from becoming INUNDATED with massive amounts of loot that make growing in power trivial. Worst case scenario with a drop per week average, at worst a player would only be able to trivialize their experience fully after a couple months. Ideally these trade tickets would be restricted more on a timer than drop chance, maybe restrict trade tickets to one per week. This would make trade something players could still engage in, but by greatly throttling the occurrence of trade, it could HOPEFULLY make it much more of a barter like system where players would seek to maximize their power gain with their one chance they have that week. If a system such as this were implemented, I would actually be STOKED for trade, and I would put a lot of effort into maximizing that 1 item trade. This would also solve the problem of higher level players absolutely DUMPING their entire inventory on lower level characters that diminishes the experience. Dare I say it, this idea could solve most all the problems of the economy, and power players would be able to buy the rare tradeable vouchers from other players to engage in trade much more often. These would become the new "stone of jordans" that would allow some players to trade much more often, but even they would be limited to a degree. ============================================================================== As for consumables and improving our own items... What if the rarest most powerful items you found that you can't use could be recycled into crafting materials and those crafting materials were more deterministic in upgrading good items? Would this be a good compromise for you? What if the game had internal logic to quantify how good an items is, and could reward with proper crafting materials that extend those goals of creating the perfect items? This would lessen the pain of getting CLOSE to a great item but having to recycle it. We could be much more excited about getting close and getting fantastic runes to socket into our items if we fail that are generated by nearly perfect items. I understand that the current crafting systems needs work, but would this create those same goals? The problem is when you have an unrestricted player run economy balance breaks to an absurd degree and it can break a lot of the balance of the game, but I'm repeating myself. Last edited by crazyfingers619#3901 on Dec 17, 2024, 6:19:24 PM
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" We all have ideas. But you have to remember that you are speaking to a community that may have played PoE 1 for over a decade and love the idea of trading. The perfect trading system does not exist (yet), and that is certainly true for both PoE 1 and 2. Every trade system know to man has flaws. Every trading system in every game has flaws. No matter what we do in PoE, some/a lot of players will be unhappy, because all players like different aspect of the game and its trading system. Me? I'm not a fan of crafting (that's the part of PoE I don't like, but I still love the game and would never ask for it to go away, because a lot of players like it). Bring me some coffee and I'll bring you a smile.
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" Did you even read the idea? This idea has me excited for trade. Read it, you might like it. Games live or die based on ideas. Good ones make them better and bring success. Ideas are the life blood of games. Last edited by crazyfingers619#3901 on Dec 17, 2024, 6:20:49 PM
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also, the LE solution does not really solve the issue
it just postpones it when you get into real minmaxing, good luck getting a rare lp3 unique and also hitting the right lp rolls on it this is the same problem that prevents me from playing ssf a lot. because if I want to make a wacky build, I need very specific gear with very specific stats. this is just not possible in ssf, ever. you get generic gear, you get what gets dropped, and it results in playing something very generic build wise and the whole game is then just grinding for this very specific gear, that might never come in three months of league. I dont mind the hard grind, but I want to play a specific build while grinding. I also dont want this specific gear be so accessible that its trivial to get it trade solves this issue |
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That sounds like an absolutely terrible idea to me. I like my trade the way it is, and GGG had always explicitly defined a vigorous trade economy as a central pillar to their philosophy. But keep yelling at the clouds, maybe this time they'll listen. :P
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" Maybe they will. To be honest your arguments, if you can call them that, mean next to nothing to me as you have done nothing outside of kick and scream that "I want this, and I like it this way." ![]() If you want a better dialogue create one. Until then no one will take your posts seriously. Last edited by crazyfingers619#3901 on Dec 17, 2024, 6:23:23 PM
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