POE aka "Capitalism Simulator"?
" I think one of the main reasons "traders" don't want to be lumped in a league with other true traders... with a self found league active, for example... is because you would lose out on all the sorry suckers you guys rip off on a daily basis. You would actually have to work your trades a lot more. Why so scared? Why shouldn't trading be more hardcore? Self Found League please. With higher drop/craft rates. |
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" I think he implies that a "non-trade"-league would have significant higher currency drop rate. |
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" Not all online games have brokers or auction houses. Some have trading schemes in place that are more simplistic than Path of Exile. Buying mid-tier game in Path of Exile is actually really simple. Just surf to the trading forums and there is a ton of stuff out there trying to be sold. Browsing a few threads will already net you the item you were looking for. Selling on the other hand is MUCH harder. That is true. Simply because there IS so much choice for the buyer. " I really like this idea. Heart of Purity
Awarded 'Silverblade' to Talent Competition Winner 2020. https://www.youtube.com/watch?v=NDFO4E5OKSE POE 2 is designed primarily for console. |
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" Oh no, I'm not scared at all, I love the trading game :\ I reap off other traders too, dont get me wrong, it's a skill. But please answer my question |
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See, OP, that's why i didn't want to elaborate this in the first place. Arguing on the internet is pointless. Believe whatever you please.
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" I immediately thought of this song when I read this slightl different subject but the overall message applies i think
Spoiler
everwhere you looked there was confusion, violence, drama and drugs
so many righteous revolutionaries spouting utopian love everyone shrouded in purple haze then one day they woke up from their dream state they found themselves no more at peace than before older, meek, and conformed empty causes a bluster for the soul, a fix for their mind empty causes cling to everything you find well, the shots rang out like popcorn and the Chief was hit and rushed out of sight the mohawk-chain, leather brigade rejoiced maliciously on that night someone cried out "fuck the government" his mates couldn't define what he meant so no one gave him the time of day and the scene died away empty causes a war for the body, an army in the mind empty causes losing steam as time goes by could it be that everybody selfishly desires their own personal retinue and that causes are just manifestations of too much time and far to little to do empty causes direction for the soul, conviction for the mind empty causes cling to everything you find empty causes you've got yours and I've got mine Last edited by derbefrier#6652 on Feb 11, 2014, 2:51:21 PM
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" I agree, that's why I dont argue, there is nothing wrong with a simple discussion, I want to understand others' sides, and to get the right answers I need to explain what I already know :\ not every disagreement is an argument. |
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" Well I dont think we have to worry about GGG making finding gear too easy. :) This is the only arpg in the world where items are worth more unidentified. Why even ID that trash rare, when it's worth an extra chaos if you don't? This is the game where you find trash after trash, vendor, get currency and buy what you need. I dont think we should be expecting any change there. Hell, they dont even have to change a thing at the moment, lets all watch that steam chart continue to slide.. If they make a game deliberately to be unrewarding and frustrating, perhaps they shouldnt be surprised when players find PoE to be, well, unrewarding and frustrating. 177
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" The big march update will really be telling whether they are willing to make changes for the better simply for fun's sake rather than sticking to their 'this is my game, hardcore/economy ftw!!' mentality. If they don't do something to meet the player base half way I'll be really disappointed. |
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"I firmly believe trading benefits the poor more than it benefits the rich; an argument can be made that it benefits the skilled rich most of all, but notably at the expense of the unskilled rich. 1. In a zero-trading environment, the vast majority of the wealth would be controlled by a very small handful of players. This wouldn't necessarily be purely from them playing more (although it would be a huge factor); it would also be from them playing smarter. It's time spent playing times wealth gained per unit time. 2a. The vast supply of mid-tier items serves the poor player; the low (or no) supply of highest-tier items available on the market does not serve the rich player very well, at least in terms of progression. As far as gear (not currency) is concerned, the system distinctly advantages poor players, allowing them to bypass some of the normal progression and catch up from behind. (This is why ARPGs have trading systems in the first place.) 2b. This means: the greater the wealth disparity between any two traders, the more likely the trade is to be significantly beneficial to both parties, with no ripping off required for mutual profit; the less wealth disparity between any two traders, the more likely the trade will approach zero-sum, with both parties attempting to rip each other off. (In short: you can't squeeze blood from a stone.) 3a. Prices for lower-tier gear have much lower variance than prices for higher-tier gear (and said variance is further lowered by tools such as poe.xyz.is). This is a result of supply; the more people are selling an item, the easier it is to spot trends in pricing. Greater variance in price leads to greater variance in profit and loss, relative to mean/median price, when trading. Which means: yes, skilled flippers gravitate towards the highest-end, rarest items, because those are precisely the ones where other players are most likely to be ignorant of the mean/median prices. 3b. However, one must also note that, when it comes to trade profit relative to mean/median price, it's a zero-sum game; for every player who is ripping off, there is a player ripped off. Dealing in high-end items (that is, being "rich") does not guarantee one a profit, and in fact increases the risk of being brutally ripped off. With that risk comes the opportunity of brutally ripping off another. It's a combination of wealth and skill which allows players to follow the path of wealth you glamourize in your point #2. "Well, naturally. It's time x wealth per unit time; if you're way behind either due to lack of time spent or due to poor efficiency regarding wealth per unit time (or both), you'd have to rely either on luck, or on skill (vastly improving your wealth per unit time factor). You can't really count on time, because you can count on top players to dedicate huge amounts of time to stay on top; at best, you can hope to tie them in time commitment, which won't help close the gap. It's worth noting here that luck is an out; it enables some degree of upward mobility which wouldn't occur otherwise. RNG is an egalitarian force. "You need to understand that "very expensive" and "normal" items here are relatives, not absolutes. The longer an economy ages, the higher the standard becomes; today's "very expensive" items will be "normal" items someday, as the supply of newer, better items increases. In short: price is subject to inflation. As such, balancing the game around "normal item level" is impossible. "This wouldn't fix a single damn problem, and cause numerous new ones. Consider that, for brand new players, trading for cheap upgrades is their primary means of catching up. "This also doesn't fix a damn thing. Remember that wealth is determined by time x wealth per unit time, and the elite players have access to the exact same systems. Do you honestly believe an elite player wouldn't exploit these systems harder than an average player? There will always be disparity regarding wealth per unit time, because some players are simply smarter than average. The only real way to destroy "capitalism" as it exists in PoE is to attack that concept directly: make it so skill is not rewarded, and everyone gets the same wealth per unit time, regardless of whether they're playing like a genius or a doofus. And, in so doing, you'd completely destroy the concept of reward based on skill, and kill the fun of playing the game in the first place. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Feb 11, 2014, 4:07:45 PM
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