Some people seems to have a really hard time trying to understand this. But its a good thing its not the devs.
Hard disagree.
That is highly subjective.
I really liked the idea of having a system, where you could sell items you don’t need, but cannot purchase excatly what you want.
This would make loot you find, even if you want to buy a lot of stuff still very important and impactful.
And if you find a great item in the bazaar, that would also be a small dopamine rush moment.
With any kind of “buy whatever you want”, it’s all about piling up dozens and dozens of items you wanna sell until you can buy “the perfect item”.
This reduces min-maxing drastically.
The whole selling part of the trading system is the only one I kinda would use myself, since I usually do not use the “buy any item you want”-Part of a trading system, since it destroys, what makes ARPG’s fun for me.
Such a system would make it take far less time to go through gambles before you need to get resources again, also you would be target farming certain bosses in order to get the souls, so you would need to engage with the gameplay in order to use the soul gambler.
That said, once I accepted that the currency had actual value in helping my character grow in power, it was nice to see that after say, an hour of playing, even if I didn’t find any outstanding items, I could actually see that I had gathered X amount of currency, which assured me that the time would at least benefit my characters in SOME way, which is good. Compare that to if the currency option wasn’t there, I would simply feel worse because I played for an hour and didn’t get anything useful
That’s exactly what I was saying though. It becomes a grind instead of a treasure hunt. If I’m just going to spend X number of hours to farm Y amount of currency to get the item I want it means that my production per hour is what’s important and I might as well just play an incremental game. And if open trading is possible then it’s almost always going to be easier to farm currency to get the items you want just by necessity since there will be some percentage of people who don’t want the item you’re looking for.
As long as you’re still finding crafting materials or gaining experience or something you won’t have wasted your time.
From what they said, one of the systems they removed sounded very similar to Bounties in Diablo 3, which everyone HATES doing.
People hate bounties because of the mediocre reward to investment. It’s the only way to earn certain crafting materials and you receive very few of them while also having very low drop rates here other items and getting very little experience. If you could still find decent drops and earn reasonable experience it would be a nice break from just running rifts.
Removal of two endgame systems - I get that things change, but the original pitch was a varied endgame with a number of different activities to pursue. Adding more dungeons doesn’t really make up for removing two entire systems.
The two dungeons are coming in 0.8.5, they aren’t a direct replacement for the two removed systems, plus they “added” some additional systems a while ago - favour & dungeons. They have also always said that they intend to add quite a few dungeons over time. As you can read from Dodo’s text, dungeons are conceptually replacing Gates of Memoriam & Epoch’s Call is being replaced with Favour (kinda):
We feel that the Dungeon system more effectively fulfills this role of a repeatable endgame system that takes place within the world of the campaign, and will be expanding on it in 0.8.5 with two new dungeons.
These sorts of missions that direct players towards specific pieces of content in endgame are still something we’re considering implementing. However, if implemented, they’re more likely to be a part of the Favour system rather than Epoch’s Call.
Well, as developer myself, I cannot wrap my head around leaving performance on the side.
Don’t worry, they haven’t, that’s just Vapour’s view on it.
Hard disagree.
That is highly subjective.
Fair enough mate, but I’m a hard agree with @doombybbr on this. Car boot sales suck as a method of acquiring “stuff”.
Such a system would make it take far less time to go through gambles before you need to get resources again,
Maybe, maybe not, we know nothing about it. If it were quicker to get the currency than the gambler, then surely that would make it an even easier way to attain gear than the gambler? shrugs We know nothing (Jon Snow) about it at the moment, other than the name.
also you would be target farming certain bosses in order to get the souls, so you would need to engage with the gameplay in order to use the soul gambler.
You still need to kill stuff to get gold to use the gambler, that’s “engaging with the gameplay” as well.
but it’s important to note that when progression flattens out, players have a tendency to get bored or burnt out quicker. one good thing about a currency based system is that progression can actually INCREASE as your character gets more powerful
And that DIRECTLY VIOLATES the programmed drop rates of such rare items that the Dev Team spent time coding. Which means, it alters rare item availability (makes them WAY more common) which means nerfing drop rates, which instantly kills the game.
You’re SUPPOSED to barely progress on near-capped characters. It is not SUPPOSED to get easier or faster to get gear upgrades, its supposed to get SLOWER.
It boggles my mind on how people literally don’t want a Loot Hunt game to be a Loot Hunt game.
People hate bounties because of the mediocre reward to investment. It’s the only way to earn certain crafting materials and you receive very few of them while also having very low drop rates here other items and getting very little experience. If you could still find decent drops and earn reasonable experience it would be a nice break from just running rifts.
Eh, if you’re actively farming bounties, it’s probably for rerolling to ancient/primals, which is the reward. You could argue that it’s an extra unnecessary step, and I would probably agree with that, since the gear comes AFTER the run when you’re solo crafting. I would also agree that the rewards are a bit low (4 rerolls per bounty game), but it’s still a shot at progression, which is why people do it, and why the discussion is relevant here. You can even argue that this is D3’s way of targeting specific upgrades. You KNOW you’re going to get a specific item, you just don’t know if it will be better than the one you currently have.
Yes, if drop rates are good, and you can target specific items, then a currency system isn’t necessary.
EGH is in a difficult spot. Being able to trade with friends/party members is great, but they’ve specifically stated they don’t want to any content that requires grouping, and I don’t know if they’ve made any statements regarding their philosophy as to where speeding up the gearing process via trading would count as “gating”.
I definitely agree that there needs to be some kind of noticeable progression for a player that’s spent hours or days trying to farm an item but hasn’t gotten lucky with a drop.
And that DIRECTLY VIOLATES the programmed drop rates of such rare items that the Dev Team spent time coding. Which means, it alters rare item availability (makes them WAY more common) which means nerfing drop rates, which instantly kills the game.
I know it’s not currency-based, & yes, I’m just being me so take this for what you will, but Corruption in monoliths does this…
Fair enough mate, but I’m a hard agree with @doombybbr on this. Car boot sales suck as a method of acquiring “stuff”.
I totally understand the reason why people didn’t liked the initially planned bazaar.
It has major restrictions, which restrict the ways a lot of people would want to use it/acquire gear.
Obviously RMT will always find some ways, but restriciting a features to eliminate one of the “worst parts” about, while also eliminating one of the “best parts” about it, is worth it from my perspective, because the worst part overshadows the “best part”.
For me the “best part” (free trading and get your pefect item) is not even the best part, but that is very subjective anyway. (So from my POV it’s eliminating a part, for the worst part)
I am still skecptical optimistic, but eliminating bots and RMT is priority No.1 and until they don’t present a equally good solutions to the old planned bazaar I will stay sceptical.
I really liked the idea of having a system, where you could sell items you don’t need, but cannot purchase excatly what you want.
“cannot purchase excatly what you want.” that is the problem, in that no one will purchase what you sell if the person that wants it cannot find it.
Again, there is probably a lot of really good trading ideas, but a randomised auctionhouse is not one of them.
In fact it is even worse than that because top tier items would sell fast and the niche low power low cost items would never ever sell. Resulting in a flood of the highest tier items but not many low tier items and a very unbalanced economy.
No, Corruption increases rare drop rates BECAUSE of the coding done by the developers, not despite it/contrary to it. And You running High Corruption does not NERF drop rates for me.
“cannot purchase excatly what you want.” that is the problem, in that no one will purchase what you sell if the person that wants it cannot find it.
The whole economy would be very different, because even a theoretical GOD-TIER Item would not be worth that much, because the right persons needs to find it.
But if you embrace that fact and price thigns accordingly it will be fine.
Again, there is probably a lot of really good trading ideas, but a randomised auctionhouse is not one of them.
The bazaar was no auction house.
And that DIRECTLY VIOLATES the programmed drop rates of such rare items that the Dev Team spent time coding. Which means, it alters rare item availability (makes them WAY more common) which means nerfing drop rates, which instantly kills the game.
You’re SUPPOSED to barely progress on near-capped characters. It is not SUPPOSED to get easier or faster to get gear upgrades, its supposed to get SLOWER.
It boggles my mind on how people literally don’t want a Loot Hunt game to be a Loot Hunt game.
It doesn’t necessarily violate the drop rates. If a valuable item has an incredibly low drop rate, it’s STILL going to be rare. The supply won’t change over the entire playerbase. It’s more about managing the DEMAND for the item. Is it good for everyone? Then those that find it will want to use it themselves, and won’t be putting it up for trade, so it will still be coveted and rare. Is it only good for 1 or 2 builds? Then the item will lose value and probably end up in the hands of those that need it for viability. Both of these outcomes are acceptable.
I mostly agree with your statement about progression tapering off, but it still doesn’t feel good from a player perspective. It’s expected, kind of a “necessary evil”, but that’s just part of the system.
Did they just kill off two end-game systems?
The whole economy would be very different, because even a theoretical GOD-TIER Item would not be worth that much, because the right persons needs to find it.
But if you embrace that fact and price thigns accordingly it will be fine.
sounds like a bad thing when good items become worthless in trade
You are supposed to get bored of video games you’re playing and then either roll alts or go play other video games.
I still can’t understand where this “I want to play one character in one video game, forever, and have it always be fresh and exciting and feel like progress all the time” came from.
Exactly! Just like a putative currency-based thing that invisipoet was talking about if the devs added it. You could even say, if there were a bug that massively increased drop rates, that the devs coded that into the game (albeit by mistake).
The whole economy would be very different, because even a theoretical GOD-TIER Item would not be worth that much, because the right persons needs to find it.
Kinda like the uber-rare uniques then? Bastion of Honour is a “god-tier” shield, but it’s very low value to me due to the phenomenally low chance of me finding it.
Kinda yes, but also no.
The two dungeons are coming in 0.8.5, they aren’t a direct replacement for the two removed systems, plus they “added” some additional systems a while ago - favour & dungeons. They have also always said that they intend to add quite a few dungeons over time. As you can read from Dodo’s text, dungeons are conceptually replacing Gates of Memoriam & Epoch’s Call is being replaced with Favour (kinda): Don’t worry, they haven’t, that’s just Vapour’s view on it. Fair enough mate, but I’m a hard …
There is a difference between worthless and making prices according to the type of economy.
It’s just not compareable with other types of trading.
Kinda like the uber-rare uniques then? Bastion of Honour is a “god-tier” shield, but it’s very low value to me due to the phenomenally low chance of me finding it.
I am not even talking about uniques, but good rares and exalted items.
We still don’t know what types of items and rarities are tradeable.