Look, I really didn’t wanna have to open a thread about this oh-so-sensitive topic for a multitude of reasons, but I think it needs to be done and no one else is doing it, so here we go…
tl;dr version: this isn’t real trading and you need to change it asap before everyone who came here thinking the game had trade starts leaving en masse.
OK, now allow me to explain myself.
Who am I and why do I care:
I am a life-long gamer who has spent a fair amount of time (think several dozen thousands of hours) in RPGs. My favorite genre is, in fact, ARPGs. I have no way of tracking how much time I’ve spent on PoE, but it’s definitely above 10k hours by now. The actual number is probably a lot higher than that, but I have no way of knowing for sure. I also spent around 10k hours on Barb alone in D3 and God-knows-how-many hours on D2 and LoD. Played Baldur’s Gate 1 when it first came out; have played Torchlight; know what Grim Dawn, Titan Quest and the rest are. I want this game to be the best game it can be because chances are I will be spending a fair amount of time on it as well. Well… at least if the long term replayability is there, which I’m honestly still unsure of.
The problem:
This is NOT a player-driven economy. It really just boils down to that. I could write several paragraphs complaining about search features (which I imagine EHG is working on), prices or whatever else, but I think that first sentence pretty much summarizes everything that’s wrong with the current Merchant’s Guild system.
You should’ve NEVER tied Reputation to the price of items. Whole system just feels janky and rushed. There is no way you would’ve kept said system the way it is if you had feedback from people who were interested in the supposed trading aspect of the game.
Truth is there is very little “trading” and only lots of reputation grinding. Especially when I can get almost any LP/Unique item for 0g, which leaves my fellow “trader” with 0g. This, combined with the fact that we can’t even resell or simply “trade” (e.g. give to a friend) items we’ve bought from The Bazaar, absolutely beats the whole purpose of having a trade feature in your ARPG, which is generally to barter: you start small and work your way up.
This is what made Diablo 2 be Diablo 2. This is what makes PoE be PoE. If you were trying to create a “spiritual successor to Diablo 3”, you have succeded. But if you planned on taking on PoE as the best ARPG in the genre, you have failed miserably. Sorry, but I don’t think sugarcoating helps either of us right now, and yes, I know how many copies of the game you sold.
My proposed solution (or what I would personally do if given the chance):
- First off, remove the Favor requirement from items purchased. Listing items could still keep the Favor requirement, but tying Favor to the price of the item is what makes “Trade” feel more like a gimped SSF where I am just grinding monsters for Favor so I can afford the 0g item I’m after. Gold drops or item prices are not the issue; the Favor requirement is.
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Add an NPC or dungeon reward to work as a Favor dump. Both factions need this. Personally, I’m not level 10 yet, but I do see that once you reach level 10, there is pretty much absolutely nothing to do with all the excess Favor. Saw one guy in Global chat claiming to have over 200k Favor and nothing to spend it on. I do not look forward to getting to that point where the “reward” I am getting for killing monsters simply stops mattering. Do not even try to compare Rep/Favor to actual character XP. This is more like if I couldn’t loot the stuff the monsters drop after a certain point or being able to pick it up but not being able to use it. If that were the case, then why would I grind - much less rush - to get to that point? Kind of a “reverse reward” if you will. Much of the fun in an ARPG comes from becoming more and more efficient, not less. Give us a Favor dump fast (and no, please, do not point at the gambler).
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Maybe add a minimum gold price to items. I say “maybe” because I am not entirely sure how this would be implemented and with too many restrictions we would end up in the same spot where we started: a non-player-driven economy. Obviously a 1g minimum on all items would give the same result. However, adding thresholds to each item by type, rarity, LP amount or w/e else might be a smart move. Big “maybe”.
And that’s about all I got for now. I could probably come up with more improvements to the system, but I don’t mean to digress or derail the thread by talking about too many things at once. This thread is about trading and the Merchant’s Guild and I would like to keep it that way.
So yea… I know I’m not the only who’s displeased with the fake trade experience. Wondering what other people think, especially traders. Big disclaimer: this thread will likely be ambushed by trolls, SSF-only players who don’t want traders to have an advantage and maybe even Blizzard shills who are trying to keep this game from becoming better than it currently is. Game has an incredibly solid foundation, but dropped the ball as far as trading goes… and that is a huge aspect for players who played ARPGs before the existence of D3:ROS. Please try and keep things civil.
<3,
-Bunter