Merchant's Guild and CoF Rework

Ok i strongly believe that making the core mechanics of these factions exclusive is terrible for the game, so here is my suggestion to how it could be improved.

  • Merchant’s Guild:
    – The market shouldn’t be locked, all players should be using it and making the game more “player dynimic” with a good player driven economic foundation.
    – All the items should be buyable since the start.
    – Since the market wouldn’t be exclusive the market need to give benefits for who choose the Guild, so my suggestion is that the market will be separeted in sectors, weapons, acessories, armours, idols, runes, glyphs, shards, keys, woven echoes, uniques, non-uniques. Guild’s members will choose one of these sectors to be specialized, while paying a initial fee when entering one of the sectors. While that non-guild players need to pay a 33% tax when buying a item, this tax will be equally shared between the sectors from that item bought, each day the tax stored in each section will be shared between each player that selected that sector. So Guild members will receive passive income and wont be paying tax, and non-guild members will still participate of the market but with higher prices.
    – I also believe we need to give a unique market to Guild players, i will call it “Black Market”, this market will receive any item posted by the player before it reach the market(the player market could receive the item 3 hours late to leave a good amount of time for the black market), these items will cost the same amount of gold but also the Guild Favor.
    – I also would like to remove the cost of favor for buying items, since all players will be using it. But it could make the favour of Guild players represent a 1 to 1 scale to gold, making guild members being able to buy item with only favour( the sellers would still get gold).
    – One more thing. i strongly believe player need to also being able to buy/sell their Runes, Glyphs, Shards and keys, allowing the creation of rare runes and glyphs that could move the economy. And since not everyone will be doing these content, players could sell these unwanted items for gold.
    – The levels of the Guild could increase the tax discount and the daily share participation.

  • Circle of Fortune:
    – Following the same principle i believe every player should have some accessibility to each faction, but instead of making prophecies to all players, i believe that we should create a system for everyone which the player will select a Constellations, each one will give bonus to a specific drop. Further buffing the drops of CoF’s players and giving a bonus to Guild’s players.
    – We need to also make every prophecy easily checkable to CoF’s players.
    – Also a good addition would be a system which make CoF’s players select a type of affix to increase the chance to find items with that type, something similar to the weavers tree, but without the need to find a already made item.

You seem to have misundestood what CoF is.
EHG asked the players if they wanted trade or not. About half said they didn’t. So CoF is something that EHG decided to give those players that don’t want to trade, so they wouldn’t be screwed and massively behind traders (like what happens in PoE1/2, for example).

Adding both factions to everyone will simply screw people that don’t want to trade, again. Not to mention that, if EHG were to actually stop dividing the players, the most likely thing to happen would be to let everyone trade and just delete CoF, not have both at once. Or, if CoF was kept, a massive global drop nerf of 50% or more.

So yeah, the exclusivity is fine as it is. Both factions need some balance to address some gaps in their progression, but they are fulfilling their purpose, which is to let players that want to trade be able to trade and players that don’t want to trade to be on par with them.

2 Likes

I do understand why CoF was created, the problem is that isolating this type of content behind a arbitrary choice is creating FOMO for people who want to enjoy the most of the game or the hardcore players who want to compete, since if you have chosen the wrong faction it will become a burden for then. I don’t dislike the system or the intention, but it is flawed in some ways. Other situation that i got through, when playing i was able to drop a Omnis with 3 lp, which made me really happy, until i notice that i was unable to use it since i need other unique amulet in my build, which made me really sad because i didn’t want to create a new char just to use it, if i were able to sell it in the market i could “exchange” it to a 4 lp mana guid, since i didn’t want to lose the progress of the CoF from my main character.
What i want to say is that limiting the market is bad for the players who had a good drop in CoF, but i do agree that players that don’t want to keep trading and following the economy should get a option to follow and dont get behind, that’s why my suggest involves a rework which each faction will have a goal but none of the main “content” would be locked for those who decided to focus in the other “content”.

Yes, but the problem with your solution, or almost any other solution, is that a player that wants to trade and use CoF both will still have a much much much easier time than a player that uses CoF only.

It’s not about things being gated (CoF players know they have to get their own stuff and are fine with it). It’s about a player that uses both being able to reach endgame in 5h vs a player that only uses CoF needing 20h, because the traders can find stuff in the market as well as farm as efficiently as the non-traders.

As for FOMO, players that want to compete will research ahead and already know what’s best for them. Just like they research the best build.
And if you play a single build you should be in MG anyway, because most of the drops won’t be useful to you. CoF is a numbers game where you’ll get plenty of good drops for other builds, so if you don’t plan on making those builds you’re wasting time in CoF.

Ultimately, you can only assure that traders and non-traders are on a somewhat equal footing if they have exclusive paths so you can balance each separately.
The moment you allow players to use both, non-traders will always be left behind, like in other games.

1 Like

completely agree, I brought up a bunch of similar points to yours a long time ago

No, no, no. I play only CoF because I really don’t want to trade in games, I want to find my stuff.

I love this system as it is, as in divided. CoF still can be a bit more balanced, I think, and certainly more easy to use and find prophesies. And keep track of prophesies, and finding where the targeted creature is, etc, etc.

But keep the divide. Do not force me in to buying stuff. Let me role-play as a character that builds his own strength from zero instead of buying his way up.

3 Likes

Everyplayer does have access to both factions. You can make a character in each faction. There is no limit. A cross over would be ridiculous.

This is the only game I am personally aware of that has this unique system, a choice for solo-losers like myself and a system for lazy folks who want to buy good stuff also like myself. I play both, I have played both since I got LE. I prefer CoF but I enjoy making a bit of cash so I always have a sneaky MG character as well.

Your most recent comment mentions FOMO and hardcore players - I would consider myself hardcore averaging almost 10 hours per day for a year solid. The system is spot on.

You mentioned Omnis and not wanting it as you use Mana Guide or wanted to - you’re obviously CoF based on how you’ve written that so why not do CoF amulet prophecies and farm that item - collect 0LPs and nem them, take the Lp1s/2s to turtle and turtle them, rinse and repeat like the rest of us do.

I am firmly +1 against your idea. FIRRRRRMMMLY. Sorry.