Item Gifting Development Update from our Principal Game Designer

This is a good way to do it.

Put a visible timer on the item, and within the time you can send it to people on your friende list. That will help with a lot of the problems this gift system have.

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This is disappointing, to say the least. This is nice if you’re able to sync up with your friends and play together, but less so if you’re unable to but still want to be able to assist them with items. Which is the bare minimum I had hoped for.

Truthfully I had hoped for an auction house or a similarly open trading experience. I understand not wanting that. Managing an economy can be an unwieldy thing that can harm the game as a whole. One could argue that Path of Exile’s economy does more bad than good, but there is something enjoyable about being able to trade items. Suddenly that item drop that isn’t a good fit for my character or is for an archetype I don’t enjoy is exciting to get because I can sell it to someone else.

I think a restricted market could fit in Last Epoch. Items that are Bind on Purchase & Bind on Equip, are removed from the economy when they are purchased or equipped. Either locked to the account or locked to the character. Uniques could be untradeable, giving gameplay value to the bosses or locations they drop from. More access to shards, runes, and exalted items could facilitate more crafting. The crafted item market could be huge or not if you wanted to make items untradeable after being crafted on.

I think at the end of the day Gifting is going to be nice for some, but for others like me who aren’t able to always sync up with their friends, it’ll be more of the same old, same old. And for the trade enjoyers like me out there, it’ll be pretty disappointing.

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You are a pure minded person. Thats great.

But we have to have rules for the people who will get sent 500 items by their “clan” then delete the highest of high content then come and complain day and night that the game is too easy, and they need new content to chase and more rare items to get.

Then EHG has to deal with these people or balance the game around them.

We dont live in a world anymore where its just “just play the way you want, and others will play the way they want”

its a tug of war match, and EHG is just deciding which side wins instead of letting them struggle for years.

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Only for the top 50 or so people that actually will appear on those ladders. For the rest of players it’s just called lag.

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I have been involved in several of the previous trading threads.

I have spoken about trade being essential to this game. I even half-heartedly joked about being willing to BUY the ability to trade with a single friend with real money - THAT is how important it is to me.

Thankfully it looks like they will not need to struggle for long… I imagine that this will be the moment in time where previous supporters recognize it is time to leave.

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I’m glad there is no open trading in LE because of the potential impact to the solo experience which I think is in a sweet spot that encourages you to try different builds and masteries without the almost brain numbing (possibly time wasting) grind of a PoE league start or mid-league trying to race your way into a red tier or uber boss build like it’s a second job.

Bad trade systems and economy can turn away players just as readily as bad balance, poor QA, or design decisions a combination of these things which is why I haven’t played PoE since Apr '21. In fact, it’s Wyatt’s decision at Blizzard to axe Critical Mass in D3 which made me reduce my hours to 20-30 per year.

What makes this model more successful than D3 is that chase or build enabling item is far easier to acquire in LE than it is in PoE, D2, or D3. You want that Stormcarved relic you go smash Lagon together. Bastion is LE’s version of Stormshield and you smash mono’s until you get one neither they are not impossible to find. It’s not doom and gloom, co-op means in theory more chances to obtain the item.

I think there is something missing with this system to bridge the gap between our friends who play much more casually who may be difficult to coax into the item chase and progression curve without some kind of “cookie” or two to get them started. Thankfully, there are few masteries in LE that play like shit until end game so casuals have a much easier time getting geared up or changing their mind when they get to mono’s on trying a different class or mastery without dropping far behind.

For my other group I play with the hardcore (and Hardcore mode) D2 hell farming or PoE yellow map Day 1 kind of players there’s nothing really restrictive to this system at all with how loot can be target farmed and is easily attainable. If you can’t find something in LE then honestly the loot and trading system isn’t the problem IMO.

First off I am a SSF player so trade in any fashion does not matter to me. Im the type when playing PoE, I will play trade and just sell items for currency, cause all you veterans know how awful it is to have 10ex(div) in your stash but no fusings while playing SSF.

With that said, I can totally see why so many are disappointed. Anybody who takes shots at PoE players for not getting a similarly shitty trade experience arent worth paying attention to. A lot of us have been here a long time and have seen the trade discussion turn into a pipe dream, a pipe dream that the devs fed us. Trade players were given expectations, it is not the other way around.

Yes, this is called gifting, and it is more or less EHG throwing in the towel. I would have respected the decision if they just said “we tried, it didnt work, so here you go, instanced based trading.” A lot of us knew this would be the likely outcome, but that doesnt make it any less disappointing.

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Hmmmm This systeme from diablo is full-proof indeed but… why not make a trade system not base around item but around AFFIX GLYPH or RUNE ! That way player will still have a good trading systeme without weighting down the loot systeme and by the way if im allow to say improving that wonderfull craft systeme that is clearly the big nice point of this game :smiley:

My reasoning is this:

1: Player cant trade item but they can trade affix
2: For a case were your playing with a new player friend you can trade him affix so he can craft his own item
3: Late game Player would be able to spend lot more gold/currency to buy rare affix or glyph and that way have more way to craft their own dream item
4: You still need to farm to find item with good roll
5: I know in very late game you have tons of this… Shouldnt you sell them then ? :smiley:

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I have been running 300+ corruption and it feels that my time is totally wasted. A basic unique item should not be this rare at all. I even listed what I have been looking for in over 100 hours of play at over 300 corruption and still lack the item.

An ancient would be lp2
Primal ancients are LP3
Properly rolled primals would be lp4.

Here’s a recent EHG post on this.

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Thanks for this

Unfortunately, an update isn’t slated until 0.9. This should be addressed sooner rather than later.

i’d love to see something like guilds to enable trade in a gsf fashion. limit the number of maximum people in the guild. make items tradeable to people that are guild members when the item dropped. make items account bound after x trades. joining a guild, leaving and joining another guild should have a reasonable cooldown.

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There are many great suggestions like these.

The “soulbound” item is probably one of the best, in that once an item has been traded it becomes further untradable.

I also believe having the system flag accounts that are adding many players, trading, then removing them from their friends list would cause an account flag and be considered exploitation - something that could be worded directly into the game’s rules.

Incredibly disappointing. I strongly feel like a multiplayer ARPG without the ability to trade will not have the staying power and draw as others that do. This is the Grim Dawn route. This takes away intrinsic value from items and subsequently a huge part of what attracts people to loot finding, and ultimately I feel like this will prevent LE from competing in the market with the other big ARPGS.

If I get some really exciting rare item drop, it no longer has that value, it’s just going to sit in the stash and collect dust until I maybe decide to make a build using it. Why would I get excited about any item drop other than the exact items I need now? What is fueling me to find items other than getting a piece of gear that has 1% better stats than what I am wearing every 80 hours? This is exactly what Diablo 3 did, and it’s the precise reason why Diablo 3 is dead 3-5 days out from each season launch. There’s this huge dopamine rush from gearing up quickly that massively tapers off, as does the incentive to play. This “search for items for my character” gameplay loop doesn’t have a replayability factor like what an economy introduces.

This is a change for less dedicated, more casual players. Obviously, everyone’s opinion should matter, but really casual players do not carry a game to success. The dedicated player base who wants to invest the hours does. These are the players who want to sink thousands of hours into your game because it has that replayability factor and hits on the right reward systems, and taking trade out of your game completely eliminates one of those important systems.

I hope I am wrong, but this feels like a bad decision and might be detrimental to the success of the game. I am a lot less excited for the future.

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Happy to hear the news. I’m glad we won’t be playing a market simulator!

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Good.
Careful first steps. Make the game you like.

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See the notice through my Steam and came just to say… that i’m very disappointed.

Disappointed because of what I was expecting will never happen. This means LE is automatically a bad game or something? Of course not! I just also need to understand that this is the type of game the company wants. And is totally fine.

But to be honest, I was expecting to have a trade economy like PoE (but not with the mess!! A really well done trade system) because MY playtime is different when the game offers you “treasures” of great value when there is someone looking to pay for it. For example with what I mean with playtime, looking through my steam I have fun with Torchlight 2 for 103 hours, Grim Dawn also for 103 hours (never notice the coincidence), FATE for 185 hours and, Path of Exile for… 1453 hours at the moment.

But this is just me and my thoughts, so I don’t want anyone yelling at me for my preference, I know I have PoE to trade. I’m sure I will be back to play Last Epoch when there is more content to spend time and will totally worth it giving what they did so far, but knowing that there will never be a trade system, I take it as a negative point because it will not engage me like PoE did… Unless they try something new or creative (an intelligent trading/haggling system with NPCs?). I hope there will be something that could replace it. Or there won’t be and it won’t matter anyway. Time will speak.

Good luck with the development, I will be expecting for new fun content!

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I feel like this will backfire pretty bad for multiple reasons, unfortunately…

Anyway, there are still some things I would like to know (maybe they have been answered already and I didn’t see it):

  1. What happens if you group with people and just “drop” an item from your inventory? Not one you found during this group play but just at some other point in time. Will they be able to see it? Will they be able to pick it up?

  2. Are there any plans that allow us to somehow “make use” of uniques we don’t need? Or rather, when will something like that be implemented? It already feels bad having multiple “very rare” items and people on the forum and Reddit saying how they farmed so many hours and never found them, yet you will not be able to give/trade them the item. Not only that, but it feels even worse hoarding these items without having any way to profit from them, kinda like the problem with gold before the first gold sink was introduced.

  3. Does the person you want to gift the item to have to be in your group (or zone, whatever) while the item dropped or can you gift it to someone that joined later on? And will the ability to gift be gone once you (or the other person) leaves the zone?

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As far as we know loot is completely instanced and no player sees the same loot on the ground, even dropped items.

Judd confirmed the gifting will be avaialble for ever, the item remembers who was in your group, when the items dropped.

The item will essentially remember, what players were in yoru group, when it dropped

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