There's a reason it took them 13 years.

If you're malding about trade, go play SSF.
If you're malding about SSF, go play trade.
Nerf player, buff boss
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FPSPV#4195 a écrit :
So trading becomes more fluid in-game and that's a bad thing? OP is acting like the trade site doesn't exist already.


Yes, it is. No, I'm not.

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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.


I understand these responses. After a while, people like me just gave up on Poe. I just see it now as just a mindless action game I come back for some 5 days every six months. Heck, I even make my own game now.

But even you should be very careful what you wish for; every decision about making trade easier and therefore popular while keeping speculation and direct player item exchange alive will make it more and more central to playing, the way the devs act about the consequences. Real money items, streamers, bots, everyone just seeing the game as either a way to make or spend money and ego. You play as a job.

Of course it had already happened to some extent, but it has no limit: It grows. You'll see.
-1 D3's auction house was a problem because it was an RMT crapfest.
I'm happy we get the merchant. Async trade isn't D3's auction system.

You could have played D3 never using that system just like you can play any game without trading, including Poe2.
Different drops rates with a migrate button... never gona happen. SSF dropping mirrors like divines then migrate to Trade to hyper inflate the economy or RMT. Think before you type.
Diablo 3 trade was terrible because it was AH. This is when everybody keeps monitoring tons of items they need, trying to grab them at the very last second with a right bid. Plus it allowed gold selling RMT on softcore. POE2 trade adjustment is far from that.
Hot take: the gold auction house was the best part of D3, and should’ve been improved rather than deleted.

For completeness: RMAH is another story.

You were still able to play the game any way you wanted, nobody forced you to use items from the store nor were they necessary for any part of the game. People saying it was needed for inferno were simply not good enough or patient enough, as the game was completed on hardcore without it.

Had the community given it a few months extra we likely would’ve figured out just fine how to complete Inferno reliably without the auction house. Also, the game could’ve simply gotten some balance adjustments instead, making inferno more doable.

A major issue with that game was the item mod “-x lvl requirements”, which meant that the auction house had strictly better items than you could ever find yourself if you weren’t yet max level. Once you were max level, the auction house was only saving time, nothing more.
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mrhouston#5669 a écrit :
I have no clue why they never think of this.

Because it might be the worst idea on this entire forum.

Last Epoch is the closest to a solution with its circles, you might want to read on that.
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mrhouston#5669 a écrit :
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.


The only good reason it takes ggg 13 years is that they make lots of income selling premium tabs for trading.

Now moving forward, they will continue making income selling merchant tabs for new trading system.

A much more simpler trading system would be implementing an ingame auction house. But this will not generate any income for ggg.

It's all about benefiting the dev and it's not about helping the players.
34pre98qua
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stkmro#2432 a écrit :


The only good reason it takes ggg 13 years is that they make lots of income selling premium tabs for trading.

Now moving forward, they will continue making income selling merchant tabs for new trading system.

A much more simpler trading system would be implementing an ingame auction house. But this will not generate any income for ggg.

It's all about benefiting the dev and it's not about helping the players.


Sad, but so very true. In an ideal world, all of their income would come from cosmetic microtransactions and then they could design the game to be player-centric (give us proper trade, proper SSF mode, etc.)

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