I agree with Zaodon that friends lists are too easy to manipulate. While this game is not the number 1 mega popular game right now, if it takes off like the Devs are (I’m sure) hoping it will, then it will gain a lot players. Some players are either in a large guild or are streamers that have a massive following. It has been done on POE and other games (notably ARPGs) where someone gets funneled all of the best items from their friends, then that one person goes on to rapidly advance and crush the higher level content in an insanely short span of time. This lets that person, in turn, become highly ranked in the season because it is not realistically possible to keep up with them and they can use their strong character to farm powerful endgame gear ahead of everybody else and feed it back to their friends.
I know that it’s cool to trade with your friends, but limits need to exist because this will be a multiplayer seasonal game with competitive aspects. If you just wanted to have fun and play with your friends with 0 restrictions then perhaps the “offline” mode should be given free and open trade. That would have minimal impact on the game since it would not affect the “online” portion whatsoever.
On a slightly different note, if I am being honest, the whole system for a bazaar is just asking for trouble in my humble opinion. You have to go through so many restrictions it just gets silly. How many times does it refresh? Does it refresh per character or per account? What happens if you have multiple accounts and just keep looking? What if you delete your character and make a new one - does it refresh the bazaar? There are so many ways to abuse it. Why go through all the hassle? I get the general appeal, but I don’t know why some people are so hellbent on having the ability to trade items with random players. What has been suggested here for the bazaar system could easily be implemented with an NPC that just has a low chance to sell you something good every so often. You could even have it randomly purchase one of your items for a high price periodically. Call the NPC “Trade Bazaar” and it’s functionally the same thing.
Or, loot can be balanced.
I get that loot acquisition is not perfect, but trading just adds a whole new dimension that does not need to be there. It also detracts from development time that could be better spend creating active gameplay content (like dungeons, uniques, classes, etc.). Trading is a tool that addresses the problem of not having specific loot, but is not the only tool to fix it, nor is it the best tool. It’s like people who have used a hammer so much that they get comfortable with it and start looking for nails. We don’t need to revamp the game so that it has nails sticking out just because some people like using a hammer. Significantly nerfing drop rates, designing trade, implementing trade, revamping trade to deal with scammers, dealing with 3rd party websites, and dealing with bots are all things that have to happen for open trade (or Auction Houses for that matter) to be successful. It is MUCH easier to just balance loot and make a system for duplicates and outliers that keeps things even.
I have tried to explain this from a high-level viewpoint, but that seemed to miss the mark for certain people. No worries. I’m not naming names or pointing fingers. It was MY failure to communicate at the correct level, so I’ll try to the direct approach from a different angle. If you want to trade your way to success instead of killing things, games like POE have you covered. I generally hate the “go play X then if you don’t like it” argument, but if you’re trading all the time (which you WILL BE at endgame if it’s enabled) then you aren’t actually PLAYING the game. You are playing the trade system. It goes from being an ARPG to a an economic simulator. Combat becomes irrelevant because you are chasing loot as the endgame activity and trade is almost always superior to RNG so long as you invest the time into it. That renders combat (the only legal alternative method of obtaining endgame loot) pointless as it become an inferior method since drop rates have to be lowered enough to keep trade alive. You can sugarcoat it all you like, but trade doesn’t work when everybody already has all the items they need. Items HAVE to be exceedingly rare and/or unobtainable by a single person for trade to succeed on a fundamental level. That means drop rates plummet, self-gearing becomes tedious/inefficient/unfeasible, and those that are not lucky suffer the consequences heavily. This game does not have the trappings of the AH or Bazaar or open trade and does not need them.
We all have the privilege of discussing it here, but I have yet to see any argument which appropriately addresses the question of why we NEED trade. I, along with others, have thoroughly depicted the negative aspects of trade. If the cons outweigh the pros, why bother? I have kept up with this thread, but the arguments in favor of trade are breaking down because they are becoming inconsistent, emotional, and circuitous. I therefore see no benefit in pursuing this further.
At the end of the day, not everybody will be happy. Any choice on trade will lose players, both current and potential. Personally, I would rather have each individual be fully capable of gearing their own characters instead of forcing them into trading. I have put forth my best relevant analysis on trade in this thread for those interested. If anyone has any questions, feel free to message me. Otherwise, I am checking out of this thread. I wish everyone a delightful week both in-game and in your personal lives. Cheers.