Auction house
" They are two different games at principle, because the goal of a DnD campaign is to give players a good interactive story, while the goal of online games like PoE is to give players loot to build up their character. In PoE it is acceptable to grind for hours, the same maps, for drops to improve your character. In DnD campaigns, its unacceptable, for players to grind for hours the same area for drops they can then trade for items. You are dealing with two fundamentally different sets of problems. Also, you have a huge misunderstanding on how trading works in both games. In DnD, its not a problem if you are trading between people who are at a similar parts in the story, because the relative power of all their items will be the same. It does become an issue when items are available at the end of a campaign are put on a market for players starting a campaign, which is what happens in PoE and other online games. In PoE you have a few people who burst far and beyond the rest of the pack, hit maps, hit shaper, with limited trading, on day 1, and dump all the rest of the items they can't use into the market. This then allows the second wave of players, those slower at the game, to obtain maps, items, and other loot that drops from high level areas to help them progress through the game. This kind of top down trading simply does not happen in DnD campaigns because it'd ruin many of the campaigns because people would get overpowered weapons early. Also, trade limitations are applied differently in a DnD campaign than an online game. In an DnD campaign, if you buy an apple for example. At one town, it may cost 5 copper. And another town it may cost 10 copper. If you were able to make an instant transaction (auction house) you could get yourself 10 gold profit by mass buying apples. So? What does a GM do to prevent a person from buying a town, all the guards, and everything possible with money? Well, he could limit how many apples you buy (limit trade). Make you wait and travel between towns (limits trade) Tell the NPC to not let you buy it (limits trade) Make every apple cost the same so you can't manipulate the market (limits trade). Make the person not get to a town (because they are in a dungeon) so they can't instantly trade any of their loot. GMs make it impossible for trade to accumulate the vast amounts of wealth it can do in an online game, so you never experience the inequality that trading actually does in reality. So, if you are living in a fantasy, where trading is killed before it can get out of hand. Then yeah, drop rates don't have to be balanced around it, because trading doesn't even exist. Its pretty much superfluous at that point. Unfortunately, that's not how the real world works, which is why all online games have to balance drop rates with their trade market. It has to work without a GM constantly obliterating all the inequality whenever it happens. " Yeah, you can flat out trade useless items for someone's useful items, because you trade in items for chaos and turn that chaos into a 1 to 1 trade. Chao's Recipe -> 50 Chaos Kaom's Heart -> 200 Chaos Chayula's Presence -> 300 Chaos Extra Maps -> 500 chaos Total: 1050 Chaos 1050 Chaos -> Crafted Essence Drain Wand (1 to 1 trade) Trading turns items into value, which you use to buy items you need. What prevents people from accumulating too much value, is how fast you can complete the TRADE and the DROP RATE (how available the item is). If you can't turn Kaom's Heart -> (I can't trade it) 200 Chaos You don't get that extra 200 chaos. If nobody has a CRAFTED ESSENCE DRAIN WAND You can't trade your 1050 chaos for it. Its why we have all these trade limitations on a broad spectrum for all the games. It's an integral problem to game design. You can't have people be turning junk -> items all the time. " First, you have the wrong idea of what vendor fodder is. Vendor fodder includes anything you want to sell to someone else or gear you can't use. A Kaom's Heart cost 2-3 exalts, but guess what? Its vendor fodder for people who don't use life builds because they can't use it. What's the point of a Kaom's Heart if you are playing pure ES? You can't wear it? You can't do anything with that shit, but sell it. Its vendor fodder. I don't get why you think vendor fodder are only useless items for everyone. It includes all items, that you don't find valuable for yourself. So, now that we understand that not all vendor fodder is useless for everyone. The drop rates have to take into account that some items that drop have an inherent value to the trading system. For example, if you drop an Kaom's Heart, that value is roughly 300~ chaos give or take a few exalts. If you trade it in, you are at least a few exalts richer now, right? So, the drop rates have to act as if every 500-5000 monsters kills, whenever it drops a Kaom's Heart, that you, the player has 300 more chaos because that's what you get when you sell it. Because that's what you can trade it for. You can trade that Kaom's Heart for chaos and now buy whatever you want with that 300 chaos. You didn't JUST drop a Kaom's Heart. The game dropped, a belt with triple resistance, two rings with the right prefixes, a good boot, and a good amulet. Cause that's what you can trade it for. That's not a lot of RNG, if every few thousand monster kills, you literally can trade one or several items that are useless for your build, for everything you could ever want. Maybe, you want to lower the drop rate of those valuable vendor trash items so people aren't finished gearing their characters? What? Drop rates aren't related to trading? You see how ridiculous that sounds? " Pure RNG doesn't explain the vast wealth inequality that happens at the start of every new league. Yes, you have a few people with lucky drops, but over the first week or so. You see the same people with 5000 chaos + multiple exalts & a few mirrors. Guess why? Its because of trading, because on the xbox and playstation where trading is made a lot harder. You get nobody with that much currency after a new league starts because trading for valuable items is practically impossible. (⌐■_■)
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" Again...no xD |
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" Actually they also said they would never have item allocation and yet here we are. |
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" Wrong again. They said we wont have personal loot like in mmos. Those are 2 completely different things. You wont find a single instance when they where "hell no, never" against something. Those are the only 2 things ive found, and yes i checked. You are free to prove me wrong. |
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"I take it you've never played a truly freeform DnD campaign then, because I've had players buy out a whole town and send them en masse to a cave to be sacrificed by vampires who summoned bosses. And no offense, this game doesn't drop a kaom's or even the 2 resistance rares or the good amulet or the good boot every 5,000 kills. And again, in your example you traded a Kaom's, a Chayula's presence, and 500c worth of maps + 50c chaos recipes for one wand. That's far more "useless for you" items than a 1 to 1 trade. And here's why your argument falls flat, because while a Kaom's is useless to say an ES based toon, or a socket starved toon, it's not overall useless. Vendor fodder doesn't mean it's useless to you, it means it's useless at large, ie nobody wants it. There's a big difference between something that would be a 1 transmute trade and a Kaom's, and even if you could mass-list 1 transmute trade items (which are stereotypically vendor fodder) nobody's going to buy them. It would take you 100 trades of transmute items to make approximately 1 chaos. So to get your crafted ED wand it would take you 105,000 transmutes, which you can't even hold in your inventory, and would take you approximately 2,625 inventory slots to hold in your stash( slightly less depending on currency tab or tabs) and nobody, not even bots, are going to trade you 1000 chaos for all those transmutes. And flipping them into other currencies also comes with it's own losses as well. What determines an item's value is it's power and viability, not just for you, but for the rest of the playerbase. And nobody wants the 1 transmute items. they get filtered out or deleted or sold to vendors for shards so that people don't have to waste bag space or stash space trying to list the bunk items for sale. Everyone has their own cutoff of what they think is worth it to list, based on whether or not it will sell and if they want the inconvenience of interrupting gameplay. The one valid argument that could be made is a buyout market MIGHT (and this is highly unlikely, but humans are weird) get flooded with low-ball items people will ignore. Finally there's also the opportunity cost of even getting a Kaom's and a Chayula's and 500c worth of maps. To even get a chayula's breachstone costs about 1 exalted, which is about 140 chaos, and you have to be lucky enough to get the amulet and blessing. And to have 500c worth of maps you'd have to run a hundred or so, if you are VERY LUCKY and get 5 per each ran. Kaom's Heart div cards (which is the only reliable to farm a Kaom's) costs 34c per card so that's easily your 200c right there. To even trade for your one example you have to be EXCEPTIoNALLY, UNREALISTICALLY lucky. The reason these same people always wind up with mirrors and multiple ex and beat shaper on day 1 is they have HELP. If you relied solely on the RNG shitfest you'd be lucky to be in Yellows by the end of day 2, even if you cleared the acts in 4 hours. Edited: Typo Dernière édition par jtggm1985#3694, le 24 juin 2019 à 19:16:24
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" Your free-form DnD campaign is already balanced around trading. You made trading useless, because nobody can buy anything that gives them an advantage. It doesn't matter if you buy towns, because you have vampires that can kill entire towns. It doesn't matter if you buy guards, because you have bosses that can kill all the guards. You did exactly what I said GMs do which is to kill trading before it gets out of hand. You killed trading by making everything that you can buy useless. This isn't what happens in normal DnD campaigns and pretty much all online games. Because in reality, trading actually gives you something valuable, not cannon fodder for your campaign. What about the example where DnD players in a low level dungeon can now buy entire cities and guards and kill all the monsters in the cave because they don't have a GM spawning city-killing vampires left and right? What about MMOs where you can give high level gear to low level players and let them beat the game 5x faster like in PoE. Your reasoning fails when you apply any real logic to it. Why do you think you are right about trading, when you take a very small aspect of a campaign you played, and think it applies to a wide spectrum of games? " The actual drop rate for Kaom's is probably 1 out of a million or somewhere along those numbers. Its ridiculous low and I was explaining the reason for the low rate to you so you wouldn't be a fool, who thought it was there for no reason except to frustrate players with RNG. The number wasn't important. The point was to show you that trading allows people to act like NPC Vendors that exchange loot for value (items -> chaos/exalts -> items). And since you can potentially obtain a ridiculous amount of value from other players. GGG has to lower the drop rates to compensate. So (item -> chaos/exalts -> items) is more like items -> (trading sucks) chaos/exalts -> (only if it drops for me) items Also, its not like Kaom's is the only valuable drop you can trade. After a few dozen maps, your drops tend to look like this. A long list of items you can turn into chaos. Your Drops: Divination Card Good Ring Good Ring Okay Ring Good Leveling Ring Okay Belt Okay Unique Okay Unique Good Unique Map Map Map Chaos Good Base Bow Bow Unique Bow Belt Boots Boots with 2 Resist Divination Card Map Good Unique Good Unique Bad Unique Vaal Orb Unique Map Okay Helmet Bad Helmet Good Helmet All of which can be traded to other players, who have similar valuable garbage, that you can use. For example, the average rate for people with a decent build farming white maps is 100+ chaos per hour. A streamer did the farming on poor 5-linked gear and went step by step all that dropped and its worth. At least half of that value, is stored in items, which have to be traded. Basically, 100,000+ players are playing the game, removing every bad drop in PoE from RNG, and selling useful items on the market that anyone can buy. It's practically wiped most RNG out of obtaining drops when the game simply becomes who can collect the most chaos (TRADE) and wait long enough for people to (DROP) the item to buy. So, GGG has to increase the RNG of drops further to prevent the chance of those people from completely gearing up from all the trading. Its not RNG simply to piss people off. Its RNG because the trading system completely removes a huge amount of RNG from the drop rate. So, the drop rate has to be lowered so people still progress through the game at a steady rate. Because trading turns a huge number of drops into -> chaos (value). " You can watch streamers play since day 1. Many of them get no help and simply trade maps to hit Shaper. Again, trading kills all the RNG. You don't even need a group, just someone willing to sell you the 4 guardian maps. They are also the same people with multiple mirrors. It isn't just that they run in groups (many of them don't) its that the most successful ones know how to trade in bulk, and manipulate the market. You get far more chaos per hour doing bulk trades then you can ever farm with a large party of people once you get enough currency. (⌐■_■)
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" That's just it, trading isn't useless in my campaign because you can still trade gear to other players that they'd make better use of, if they have the stats for it. The only reason they bought out the town is because the group didn't feel like dealing with it and the cleric decided to change his playstyle, take a level of monk, choose bare-handed fighting and block, and sell all his gear. Moot point there though. I will tell you this, especially this league, in 24 maps I'd be lucky to get 8 shit rings, no good rings, 1 levelling unique like wideswing, maybe a poor stat amulet, a couple veiled items, and a bunch of 6 socket whites for jeweller's orbs, the rest of the stuff ( I seem to get an inordinate amount of rare chest armors for some reason) gets left to rot in anything under a t11+ map because nobody will buy those bases at that low of a level. Also, given how most uniques are relatively worthless except for a chosen few, most uniques get id'ed and vendored for alc shards if they're not high ilvl for the 5 to 1 prophecy. It's all gambling, and when you have the constant bad luck that's why there's trade, because otherwise there would be no outlet for you to actually complete a build or get the currency to craft, cause it won't drop for you, and rolling the specific veiled items or prophecies to even GET the crafting recipes is another layer of RNG. It's too much RNG in every aspect of this game, even in trade itself, whether or not someone will be on, or if the person selling is in lab, or even responds to you at all, or is a bot for example. Finally, it's not that I base my argument on DnD and the principals therein. I base it on what is easily observable and testable in this game, which admittedly as a single guild there's not much we can independently, statistically analyze. And while bulk trading and flipping, as it's commonly called, will net you more chaos, that chaos won't be in the game without the RNG grinder slaves generating it for you to buy. Trade is self limiting in this game in that respect, unlike in real life. However, just like real life, you can have all the money you could ever dream of but without the people generating it, and being the social backbone, it'll be entirely useless. While I mindlessly grind maps for fun, and hope for cool legion stuff (just now about an hour ago did my first 4 emblem fight, stingey templars) I haven't traded a lick in more than a week, just grinding low tier maps trying to get the yellows that won't drop for me, cause buying maps is cancer, buying damn near anything is cancer, and needs to be fixed. |
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Addendum: I only ever "gear up" once per toon, and that's when I hit maps and buy my res/movespeed/build enabling uniques. after that whatever build I'm playing is complete. I know I'm an anomaly in that respect slightly, but there are far more players that play that way than GGG thinks.
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" I play exactly the way, trading multiple times sucks, and finding gear that doesn't cost me more to re-socket and craft than to buy more gear is basically impossible. |
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" Utter bs. The only time I feel meaningful progression in this game is when I buy something from PoE trade with my saved currency. Number of items I am wearing across my 10 chars that I actually found myself: none. And guess what? Players who actually want to play in this "meaningful" non-trading fashion already ticked the SSF option when they made their char. " For about a day or two, then cold reality sets in. " 99 drops out of 100 are not worth looking at. If they wanted us to look at them, they should have not added a vendor recipe for 2 Chaos Orbs. " Already is. " This is NONSENSE. I love buying and selling in games like this but not when human effort is required. I have a TON of stuff I'd put up for sale on an automated market, but with all the hassle right now of doing that I do not bother. If a marketplace was implemented tomorrow, and it ran off your premium tabs, I would basically buy 10 premium stash tabs immediately. As it is I will never, ever buy those tabs. THEY ARE LOSING MONEY BY NOT IMPLEMENTING THIS. And keep one thing in mind...people want an automated MARKET with FIXED PRICES, not an actual Auction house. BIG difference. Did you know level 91 is the halfway point to level 100? This means that a softcore character dying ONCE at level 85+ can lose many days of progress. Dernière édition par GhostlightX#1022, le 25 juin 2019 à 12:45:31
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