There's a reason it took them 13 years.

Here we go learning the same lessons on the same mistakes all over again. Or unlearning them. With Diablo 3, the auction house became the game. The arpg became a side gig you had to go through to play the wall street stock exchange simulator. The easier you make the in-game "free market", the more true this is, with 99% of the player base being constantly screwed both by trying to play an arpg instead, and by being fleeced by the 1%, exchange simulator price brokers that understand what the game actually is now.

Then, the devs are forced to make a choice: Either you make a game to revolve around that; making it official; which results in game items being semi-impossible to find without trade to appease "the economy", "combat power creep"; or you go back to making trading at least difficult enough so that it doesn't fully become the game. Also a bad choice, as Poe 1 shows. Just a little less worse than making trade even easier.

Diablo 3 was the one that made an actual good choice, which is just taking trade out. Another semi-good one would be making two games, one with trade and another without; with DIFFERENT DROP RATES to compensate for each. But that's more work for them.

But I can think of a third, very obvious one that I have never seen anyone even talk about: Fixed dev-controlled prices. This would solve the wall street simulator problem and make it back into an arpg. I have no clue why they never think of this. Devs seem to want to be control freaks to everything but what they should be.
Dernier bump le 23 août 2025 à 05:51:52
So, you're saying the developers should set prices on items? Please tell me I am misunderstanding your post.
I poop, therefore I am.
BDO does dev-fixed prices, and its terrible.
-1

Low effort rambling, comparing an auction system that isn't at all similar to one you haven't even seen yet.

If the gold cost is balanced and there is no way to accrue gold outside of gameplay then there is no way to make infinite instant trades. You would have to run or get carried through gold maps to make a bunch of trades. At that point you would be logistically playing the game.

Dernière édition par AverBeg7#1689, le 22 août 2025 à 15:28:28
"
JunkHeadJoePC#0361 a écrit :
So, you're saying the developers should set prices on items? Please tell me I am misunderstanding your post.


An automatic system that does that, assigning prices to items based on separate features, such as mods levels and so on, of course, but yes.

This would give the devs control to avoid the market manipulation that leads to the .1% "power creep" that eventually makes them the main worry for devs to solve; ending up making the game revolve around them.

Don't know why, btw. This wouldn't be a problem if the devs just disregarded those and let them do whatever; a game is about fun, not economy, ffs, let them be god-like whatever, no one that just likes arpgs instead of casinos cares. But instead, they try to fine-tune the game based on those; and it breaks the game for everyone else who doesn't do that.

Of course, trade isn't the only thing enabling this. But it's the main culprit. People even buy items with real world money in sites because of "free trade". Why do you think Musk chose this game to flex he's a god gamer without even knowing how the game works.

And this effect isn't static.

As the game gets easier because of this; and the playerbase gets more and more accustomed to this being centerplace to playing; these players will demand making the game ever "harder" (actually more time-consuming); that is, making the items ever more rare, and nerfing things "easy" to find; so that they recover their sense of challenge, that will NEVER happen, since TIME is not a challenge.
Cool, but I have the solution for you.
Play SSF.

Neat thread, can be closed now.
"
daxtrovian#4477 a écrit :
Cool, but I have the solution for you.
Play SSF.

Neat thread, can be closed now.


"
Another semi-good one would be making two games, one with trade and another without; with DIFFERENT DROP RATES to compensate for each. But that's more work for them.


Take the time to read, and you may see the future...

Blizzard may be bad now; but they did correctly see the huge issue back then that Poe never admitted.
Dernière édition par mrhouston#5669, le 22 août 2025 à 17:20:22
So trading becomes more fluid in-game and that's a bad thing? OP is acting like the trade site doesn't exist already.
Sure, let's introduce Poe Token that you can RMT and then buy items for it, huh? Blizzard is dead.

Im happy your post will be completely ignored as its so SOOO outside the vision and friction, it's just a mumbling really.

Your idea is bad and you should feel bad.
Dernière édition par Evergrey#7535, le 22 août 2025 à 17:40:32
I agree with you in some respects. Trade shouldn't be in the game. A npc vendor for items, that you buy with currency like the WOW faction vendors would encourage better game design. Or random shops that appear during mapping where you can crafting a single item with the exact mods you want.

BUT

I think the combat slot machine is what the devs want and what many players enjoy about the game. In that view trading not only let's you "cashout" but rewards you for knowing what's valuable for other classes/builds. With trade, you get jackpot not only for your build but for others. More jackpots, more dopamine. When you play SSF any item that isn't for a class you're playing is trash.

Trade isn't the direction I would prefer the game to go but this new system at least make trading tolerable. I'm willing to try it. Would still prefer that trade not exist.
Dernière édition par darrenrob82#3531, le 22 août 2025 à 17:56:35

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