I personally do not want trade to be in the game for a few specific reasons:
RMT Spam and Security Risks
- It encourages RMT. The more lax a trade system is the easier it is for outside actors to try and monetize the drops. As a consumer this means more chat spam, bots, and security risks.
Spam
RMT sites need to advertise and there is no better advertisement than a free global platform known as the chat window. The more popular and profitable the game the more incentive an RMT player has to spam the chat to hook customers.
Bots
Bots usually lead to large nerfs to drop rates once they have automated large swaths of them into efficient farming machines. They also can lead to large market swings where player owned bots manipulate the market as they see fit. No longer is the economy player driven, but directed at the whims of someone with a collection of bots capable of buying faster, generating more resources per hour, and operating longer than any one player. Bots are a side effect of trade but become more so when money is involved for RMT.
Security
Then there are RMT sites that look to rip off players by stealing their credit card / personal information for supposed goods within a site. These sites can range from blatant goods for services to more innocuous third party sites that offer fake game news / guides to steer traffic to their RMT ads. While most informed users can avoid these scams the sheer number of them can hook even the most vigilant users. Even after avoiding these phishing attempts some people believe money for power is a fair exchange regardless of the cost and will use these sites to subvert the in-game economy.
RMT also means an increased incentive to hack EHG directly. Account information is already under threat as a universal commodity. This risk factor increases when digital goods can be tied to accounts that have an established monetary value tied to them. The increased risk leads to the need for more resources dedicated to security and customer service and less on the actual game.
Trade Decreases drop rates overall
- Trade leads to a decrease in drop rates.Whatever a reasonable drop rate for an item is defined as for one person starts to become more unreasonable as you throw more people at it. While most sane APRG designers want there to be a chance to experience most if not all of the drops their game has to offer, they want the items to have some worth tied to them. One of the easiest ways to establish this feeling of worth is through rarity tiers and drop rates.
Users experience this system directly with equipment grades ranging from common - unique. This system expands as characters become higher level. Gear drop rate is now not only effected by equipment grade, but also potential power. This leads to a secondary tier system where uniques and gear with more powerful affixes have their drop rate divided by power level. Secondary tiers form the foundation for the idea of chase items adding another tuning knob for item worth Devs can play with.
This can be a difficult scale to balance when you only have to calculate the drop rate of one player at a time. Throwing multiple people at the the problem makes it all the more difficult. As an example lets say there is a unique sword that players are saying takes to long to farm.
You gather your player driven data to see how many times the sword has dropped over a period of time, how long most players take to acquire said sword, and how long it takes to clear content that drops the sword. You measure that up against your desired time for an item of that power level to be acquired and adjust the drop rate accordingly if at all.
Now take trade into account where access to the sword increases exponentially. Now not only are you factoring in the prior data mentioned, but also other factors such as:
- How much of the player base is going to be farming this sword?
If you balance the drop rate around a player base of 100k and find that only 1k of the player base actually wanted the sword those players are going to be in for a bad time.
- Is there an outside influence gating access to the sword that is effecting supply and demand?
Are bots focusing in on a niche sword market? Is a streamer build causing more demand? Did a skill change suddenly make that sword BiS causing a meta shift?
Now you’re stuck with acquisition rates that can dramatically shift much faster than single player drop rates, and require far more changes and monitoring to make sure supply and demand meets your design goals. So what do you do? You could spend resources globally adjusting drop rates behind the scenes, or you could just balance drop rates based on perceived averages. Neither solution is appealing to me.
Time should be spent playing the game and not the market
- I want to play the game not a spreadsheet. Player driven economies for the most part are a nightmare. Outside of the scams, exploits, and overall scummy behavior it can breed, item acquisition always leads to some form of awkwardness.
If you trade without currency you get the mess that is Borderlands where you need a spread sheet of rare affixes, uniques ( and their rarity tier), and a slew of third party options to post your wares. Item for item trades are convoluted, all but impossible to advertise in game, and require a large amount of time out of game to establish some type of item worth.
Items for currency like in POE can be easier to assign value to as a certain gold standard is usually developed. It still runs into the same issues of needing to do a whole lot of work outside of the game to figure out what item is worth what and why. It is also more prone to market manipulation unlike systems that trade item for item like Borderlands.
Currently LE doesn’t have these problems. I am able to play from start to finish without ever considering a third party tool. My loot filters are slowly whittled down to a fine point until they only show exactly the items I want for my build and never have to include other junk because “it might sell well”. The experience is seamless where I play to earn exactly what I want.
Conclusion
Expanded trade can lead to more spam, bots, and security risks for consumers thanks to RMT incentives. More resources have to be taken away from the game to provide for more security and customer service to counteract the increased risk. Drop rates have to be lowered and often changed without warning to counteract the exponential increase of item availability. Again more resources have to be dedicated to drop rate fluctuation to ensure item acquisition is meeting design goals. Lastly I want to play the game as is without worrying about spreadsheets and third party tools. Player driven economies can be convoluted and time consuming, offering problems for item acquisition that were never an issue before being implemented.