Scrotie wants YOU to help prevent PoE's economy from becoming more like D3's

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ScrotieMcB wrote:
Your action is needed in the fight against Path of Market Simulator. The creator of one of the most popular third-party shops indexers, xyz, is trying to expand his power.
Suggestion Thread: Itemlevel on forums
Spoiler
xys' Reddit thread

poe.xyz.is is one of the more destructive influences in the game in terms of making trading less about haggling and more about searchable buyouts. It transforms item valuation from a difficult puzzle into a cheat-sheet exercise. For trade-centric players, these eventually increases the feelings of grind, because as market valuation becomes increasingly "solved," the market value of monster-dropped items is increasingly demystified, taking the mystique out of loot-finding and creating numb, emotionless farming.

I have tolerated poe.xyz.is' existence for one simple reason: if GGG makes the information publicly available on its website, then someone will make a third-party site for it; if not xyz, then someone else, perhaps with more sinister (read: RMT) intentions. Third-party sites are an inevitability, so no use fighting them. However, what should not happen is further expanding their power by having GGG make even more information public, at the third-party site's request.

I urge those of you who care about keeping trade haggle-based and keeping the emphasis of the game on loot-finding, not loot-swapping, to downvote xys' suggestion thread. He is advertising on his site to get upvotes from his path-of-least-resistance supporters; I feel it's only fair I advertise in this forum to get upvotes from those who care about the future of the game.

TL;DR: Click on the suggestion link above and downvote it.

Clarification edit:
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CanHasPants wrote:
Scrotie's point is that a system which categorically organizes buyouts erodes the barter economy. I don't think he would mind an indexing site, solely for the purpose of looking up which rare items exist and who possesses them--this facilitates trading. Buyouts remove haggling (you know, like "hey I got this sweet ring but it doesn't have the mods I need, you have that sweet ring that doesn't have mods you need, let's talk business") and reinforces price tags. Price tags reinforce orbs as bank investments rather than crafting materials.
This exactly. I have zero problem with a Path of Exile trading search engine — frankly, it's something which GGG should provide — but every problem with something which allows you to search by buyout.

Actually, I would like to see buyouts — yes, even the non-instantaneous kind — removed completely. But one step at a time.

If xyz removed the ~b/o tag function from his site, I'd have absolutely no problem with the site. At all. But if xyz did that, it wouldn't solve anything long-term; some other site would implement the same feature. It's on GGG to control what information gets made public, because third-party sites will index anything publicly available; it is inevitable. I have nothing against xyz here; it was him or someone else who would perform the inevitable, and at least xyz isn't RMT-infested.

In other words: this is GGG's responsibility, not on third-party sites. It's up to GGG to control what information is public, and how and whether players can indicate buyouts (knowing that all publicly available buyouts will be made searchable). What we don't need is more information made public.

Yet another edit:
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johnKeys wrote:
he's talking from his personal experience, oblivious to the fact some people use buy-outs to get an idea of market price. a benchmark. a price-range for the real, productive haggling/bartering process, that can result in a good deal for both sides.
people like myself.
I am not oblivious to the fact that those who have no idea what they're doing go to a cheat sheet instead of figuring it out for themselves.

The problem is that everyone is marching to the same tune. When Joe Average trades in Path of Exile, he's going off of the same pricing scheme that no-lifers are. He's wondering if he came out ahead not on a per-character basis, but on a per-league basis. He looks at an Exalt and sees 24 Chaos; he doesn't see "Adds 1 affix to a rare item."

Everyone wants to be an economic controller, so everyone uses the same pricing schemes the economic controllers, the no-lifers, the uber-geared, use. It has to stop. And the way to do that is to make it so one doesn't simply see the pricing schemes the uber-geared use. Take away the cheat-sheet, and people might actually start evaluating items based on usefulness to their character, a concept which has been absent from this game for far too long (since Closed Beta).

Item valuation should be build-dependent, and based on your personal valuations of what the items actually do; it should be a fully independent activity. Item valuation should not be community-dependent, but that's exactly the toxic effect of searchable buyouts.


you basicaly promoting the fact: that the rich should get even more, and every new player should be scammed by a player that played the game for a few months
top kek
Scrotie,
Diablo 3's economy was "Diablo 3" because trading was easier than finding useful gear so everyone ended up trading instead of actually playing the game.

But the problem didn't lie in the fact that trading was too easy, it was because obtaining useful items was too difficult

Making trading harder will of course force more people to find their own gear, but its a terrible decision because it effectively puts players between a bad situation and a WORSE one.

Do you think fixing diablo 3's economy is as simple as removing the auction house?
What would actually happen is players with absolutely no way to progress and ragequitting due to lack of progress and the flourishing amount of scammers preying on others.





Removing XYZ would do NOTHING to stop PoE's economy descending into a trade-fest. All it would do is frustrate players even more because they now have to contend with near useless forums/tradechat or risk everything crafting relatively worthless leveling gear with orbs (I do agree with your crafting powder idea)

Instead of kneejerking, GGG should improve the crafting system instead of making trading even more painful.




Far too many of PoE's decisions have been driven by the community/GGG trying to whip players into the "correct" way of playing and it isn't working. Its time for a carrot.
Dear GGG, please make Mac version
Last edited by Teridax#1878 on Nov 11, 2013, 8:06:21 AM
The majority posting here seem to disagree strongly.

I love Scrotie's detailed analyses on many topics but this one he has a bone to pick with is 100% in defence of a SINGLE PLAYSTYLE.

Xyz exists as a bandaid on a plethora of Poe problems, none of which look remotely to be addressed in development (soon (tm)). No buyout for a crappy 5 chaos ring with life and a decent resist that plugs my defence hole a bit so I can cross from cruel to merciless on my new character?

I have a couple hours to play my game in the evening. I want to explode hordes of monsters in new and interesting ways, not sit in town whispering people.

Why is anything that takes you AWAY from playing the game a good thing for the long term health of the game? Do you think that attracting new players to a monster-exploding game is benefited by having them read forums and whisper in town?

That part of the game is fantastic for people who play long hours and enjoy the haggling META GAME. Excellent, protect that playstyle. Don't try to ruin other playstyles.

Xyz is doing Poe a magnificent service while GGG (hopefully) develop IN GAME improvements that allow you to play the game more. It will suddenly cease to be of use when the fundemental reasons it exists are gone.
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Teridax wrote:

But the problem didn't lie in the fact that trading was too easy, it was because finding/crafting useful gear is too hard/risky.


If you make finding/crafting useful gear easier, then buying upgrades will still be inferior to crafting them, unless you implement account-bound mechanics (Chris stated he dislikes account-binding) or make gear personalized enough so it loses trade value.
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Teridax wrote:

Far too many of PoE's decisions have been driven by the community/GGG trying to whip players into the "correct" way of playing and it isn't working. Its time for a carrot.


a carrot alone will solve nothing.
it's time to make the stick go by rules of risk and reward.

replace random frustration with the feeling, that if you can do X and Y you will get Z.
both X and Y can be insanely difficult - thereby making the game truly hardcore - but reduce the dumb randomness to an absolute minimum.
"smart" randomness, like in an ARPG, instead of "dumb" randomness like in MMO.

make players know in-game progress is in their hands, rather than in some virtual hands tossing virtual dice.

and not "gear-check difficult". hell no.
there are ways to make content challenging, other than 1-shot gear-checks.
there are ways to make stuff hard to obtain, without forcing you to no-life 24/7.
GGG know. they did some already. but not enough.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Nov 11, 2013, 7:41:55 AM
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Novalisk wrote:

If you make finding/crafting useful gear easier, then buying upgrades will still be inferior to crafting them, unless you implement account-bound mechanics (Chris stated he dislikes account-binding) or make gear personalized enough so it loses trade value.


Or you could make players find less 'useless' items. This will not cause items to lose trade value, or bind items to player's accounts.

Might as well go to the root of the economy problem.

Q: Why do people trade?
A: To exchange 'useless' items with value for a useful item with similar value.
>>PoE's problem of over-trading, is because players find too many useless items.

Its not just gear thats often useless (nice Lioneyes, but i'm a discharger...), but the main culprit is our currency system. For the vast majority of players, valuable orbs like Chaos and Exalts are USELESS because;

a) Too damn risky unless i have 50+ exalts to 'insure' me against bad RNG
b) Not worth using on a level 50 item
c) Therefore they have no immediate value to me and they are ONLY USEFUL FOR TRADING.


Players are forced to trade because getting your 'value' from a chaos/exalt means trading it away, as using it yourself is either wasteful (why chaos your level 50 chest when you should use it on a ilvl68 vaal regalia?) or too risky (exalted and got life regen, not bankrupt LOL)


GGG needs to improve crafting, prioritising removing RNG for mid-tier items and adding incentive to craft low/mid tier items (like Scroties less controversial orb powder system)

Sure, better crafting might kill trading and therefore the economy but i couldnt care less
To me, multiplayer is a place to socialise, not a place to abuse the economy and scam money off noobs.
Dear GGG, please make Mac version
Last edited by Teridax#1878 on Nov 11, 2013, 8:16:44 AM
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johnKeys wrote:

there is no "incentive to craft yourself".
there should be a incentive. a more challenging one. one that keeps you playing for a long time. one that makes you fail and keep playing for more chances. like the current one, except i would wish for more orbs.

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johnKeys wrote:

and making stuff cost 10X more on the "market" than they do now, has only one possible outcome: the amount of people being able to actually achieve something in the game becoming 1/10 of what it is now.
i do not trade much and have achieved something: i played the game. not successfully in the eyes of others but i had fun. i never had a 6 linked item in beta, never did any lvl70 or higher maps but had fun nonetheless in races and builds.

i don't have any orbs because i use them immediately to craft my current gear on one of my chars. it's not rewarding but if all of my chars had (traded) 6 linked gg-gear i would switch for another game. one that challenges me.

im consider myself quite good in effective trading and manipulating the market. if i would do it. but that would be a way too easy for getting what i want from this game.

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johnKeys wrote:

it will not make people craft more, because currently there is no such thing as crafting.
i called it crambling once, cause it's crafting/gambling. and it's random outcome is a advantage for the average player. i play 3-4 hours in the evening every two days, if crafting meant spending 1000's of hours farming material to get guaranteed progress, i would not play this game, because then the carrot would be hanging too high for me.

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johnKeys wrote:

starting with "beating the game with bought gear". what's "beating the game"? Normal? Merciless? highest maps?
for me it's killing mercyless dominus but the majority thinks different. i would consider maps as endgame if there were a less restricted supply of them. in the current implementation, maps are just a means to keep people busy until act4 is finished.

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johnKeys wrote:

how do you plan on even getting there self-found - with the horrendous RNG following you every step of the way, and gear-checks repeatedly smacking you in the face?
see, i play the game for 2 years now. no other game has kept my interest for such a long time, i easily get bored and never finish (offline) games i buy because the story usually ends there.

and i'm not playing completely self found. i trade occasionally for gems or currency, maybe once a week. good stuff i find but not need i usually give away with no compensation to players who i play with. i was treated this way when i started and i try to give something back to the game by helping others. i like it if i can help other players to progress and have fun.

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johnKeys wrote:

Alpha Player - part of a small "elite" group who's "job" it is to test out the game - suddenly explains a lot of GGG's design decisions.
nope, no elite. i make the same stupid mistakes (last stop applying chance orbs to low level items to get certain uniques) and do not know it all. i'm good in testing stuff but that's it, i'm not playing alpha at the moment anyway as it gets revamped currently.

and i don't think alpha players have that much of a influence on game changes. it's more a group of people, some playing on alpha. me excluded :)

what's different in scroties and my argument to yours and other posters: we do not judge certain game aspects on how they make the game easier and more convenient to play but how do they make the game more interesting and challenging, what makes people stay and play.
trading removes a challenge, the challenge to play yourself and craft and so it isn't good for the game because it makes it easier.

age and treachery will triumph over youth and skill!
I remember the days when there were no indexers. I don't want to go back to those dark days. Trading was a big PITA in those days. You needed to bump your shop every 1 hour on the forum and it would go down to page 5 in 10 minutes and nobody would see your items. Same thing is valid for the items you want to buy. It was almost impossible to find want you are exactly looking for. Not that nobody have those items but there was no way to find them. Indexers are one the best things ever made by someone outside of GGG. I am absoultely against Scrotie's proposal.
IGN: Enkel
Enkel's Renewed Quality Shop - 1: http://www.pathofexile.com/forum/view-thread/804756
Enkel's Renewed Quality Shop - 2: http://www.pathofexile.com/forum/view-thread/964835
Enkel's Accessories - 1 (Jewellery): http://www.pathofexile.com/forum/view-thread/806716
Last edited by Enkel#2102 on Nov 11, 2013, 8:09:25 AM
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Gauhron wrote:
Why is anything that takes you AWAY from playing the game a good thing for the long term health of the game?

true, it isn't.
that's why trading should stay complicated. if it were easier, people would spend even more time trading. because it's more rewarding (currency wise) than playing the game.

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Gauhron wrote:
Do you think that attracting new players to a monster-exploding game is benefited by having them read forums and whisper in town?

yes, because at the moment the majority only trades if it's really neccessary. thanks to a not comfortable trading system.
age and treachery will triumph over youth and skill!
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Teridax wrote:

Or you could make players find less 'useless' items. This will not cause items to lose trade value, or bind items to player's accounts.


It goes hand in hand. We have too many affixes that are bad for everyone, and too many affixes that are good for everyone.

The first makes crafting frustrating, and the second makes trading preferable to crafting.

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