I love Last Epoch. I typically play alone, and in the many hours I have played since beta I hadn’t tried trading until quite recently.
I have found the gifting system to be tedious and stressful. Maintaining hyper vigilance for ground drops (resonances) we could potentially miss after being forced to farm them for sometimes 2.5-3 hours straight dismantles any attempt at traditional group play.
Last Epoch is not a free to play game. Even if it were, I would still suggest an overhaul of this system. Minimally I recommend getting rid of golden resonance completely. Adjust the drop rates of what was golden resonance to take twice as long to get, and make it obsidian only. This would overall increase the amount of unrestricted gifts possible, while also maintaining a barrier against bots.
Group play shouldn’t be penalized because some people out there would like to buy multiple copies of a game to monetize items in it. I have seen how bots negatively impact an economy, but I have also seen what happens when there are no players to create one. I feel like adjusting the trading experience in this way would create a healthier balance that both respects the desire to limit exploitation and also the player’s time.
With the item faction system I can see how difficult deploying a free trading system would be, but please, for the love of all that is good, change this thing. it is the single most unpleasant aspect of a game I otherwise love to pieces. Thank you for your time. Edit: To clarify, “please change this thing” refers to adjusting the current gifting system, not giving us free p2p trading.
Edited “trading” to “gifting” where possible to clear up any confusion. This post has nothing to do with Merchant’s Guild’s trade.
Not sure exactly what ur suggesting here cuz Resonances are used for gifting items. If u where not in a party and in the same zone when that item drops. Or if u are in a party and that person wasnt in the same zone when it dropped.
Gifting isnt trading. Gifting and trading are different things.
Ur post is kinda confusing
Gifting is setup the way it is so u cant by pass trading.
Edit after reading ur post a few times. It sounds like ur trying to use the gifting system in place of the P2P trading that was removed ( due to it being the main way RMT bots gave u gold) And this seems to be where ur frustration is coming in.
The gifting system isnt designed or intended to be used this way.
If there was a downvote button I would be clicking it for this. No leeway at all should be given that allows any amount of RMT. In fact 100% anonymous trade house is preferred, to the point of the seller not being able to see there own listing or being able to provide someone IRL the exact name and stats to be able to target buy it. Obfuscate the price slightly and change the name an 1 or 2 of the stats slightly.
Edit: you can already gift something to someone if they were in the area with you when it dropped. Resonance I believe is not meant for willy nilly transfer f items between friends and should probably be saved for really special build enabling items that you want to give to a friend or guild mate that you play a lot with.
Correct. The reason resonances where added. Is to allow friends on ur list to have away to help each other out in some limited way. So u dont have to 100% be in a party with them all the time.
Its also there to prevent gifting when not in a party becoming away to by pass the trading system. Which is what i think OP is trying to do which maybe causing thier frustration with the gifting system. They seem to be trying to use it in the way its not intended
Basically it seems they are trying to use it as a P2P trading. Which the game did have and got removed due to RMT bots using it as there main way to RMT
I’m fine with the rest of it, but this would be bad. Imagine if you wanted an item with % increased fire damage, you bought one & it turned out to be poison instead? MG has issues, but fortunately lieing to the buyer what they’re buying isn’t one of them.
You would see what you were getting in the buyer window. The seller would not be able to track how the NPC Fence munged the item before selling. Bonus feature: The algorithm could be tuned to be another currency sink.
Another edit: If an arpg developer was to implement this without telling the players. How would they know, and why would it matter?
I’m not sure what you expect this would achieve. You obviously see the item before you place it for sale. And you need to know when you sold it so you can redeem the gold.
So all that would happen is that an RMTee would say “Hey, I’ll place item with name X and stats A, B, C and D for sale with a price of 1 billion” and the RMTer would search for item with name X and stats A, B, C and D for 1 billion.
I don’t think this would inconvenience RMT in the least, while making your ability to check your sell list so you can re-list prices impossible.
It’s not like you ever know who bought it from you anyway. You only know someone did.
Have you actively tried to use this system? If you have and you still misunderstand what I am suggesting then there isn’t really anything I can say. I am not trying to bypass anything. I am fine with using the system, but it does need adjustments. If you disagree, by all means. Please, at the very least, try to read my post from an open minded perspective. I have 2.4k hours and a total of 3 “gifts” exchanged between myself and friends. Using it the way it is currently designed is grueling. To spend multiple days to help a friend get an item, vice versa is overkill.
Yeah, I don’t know exactly how you’re drawing that conclusion from what I am suggesting. This wouldn’t affect Merchant’s Guild’s trading system.
I am aware. The item’s my small circle of friends are using the current gifting system are those exact things you’re referencing. I covered it well enough, though I admit that not referring to it as “gifting” seems to be causing the most confusion. Posting in the forums I have come to expect the type of vehement rejection that comes from people defending their version of reality. I would like to correct you though, in that I have no intention of supporting RMT, and I don’t think that making adjustments to the gifting system for player benefit should be viewed as attempt to do that.
You don’t have to be friends to get resonance with other players. There is no trading system when you are CoF.
The same way Merchan’t Guild has access to imprinting, which very easily could be considered a way to target farm in a trade faction. Gifting exists as a way for players without access to trading to exchange items. Call it what you want. I am not asking to be able to have exchanges freely. I am asking to have exchanges every 30 minutes of play to an hour. As opposed to the current rate of close to 3.
I constantly see misunderstandings in the forums, but this is not correct at all. How did you come to the conclusion that anyone is attempting to use it in a way that isn’t intended? How would that even be possible? If you wouldn’t mind, please quote the sentence that led you there so I can explain the intention behind it.
Unfortunately it does not matter that the intention is benign. What it enables is very much not benign. Want anecdotal evidence that what they have currently is stopping a vast majority of RMT? Go to the well known pseudo RMT site and see how little activity there is under Last Epoch. In my mind even that limited amount of activity still warrants changes to further tighten down trading.
I unfortunately have never gone to one of those, so I wouldn’t know where to start. With no interest in doing so, I won’t be wasting my time. I see where you’re coming from, but I have the feeling you’re defending something you have no experience with. I am almost certain you play trade, so you wouldn’t be able to relate to someone who doesn’t.
I don’t want bots. If it means that players who don’t want to deal with the trade economy will have to suffer through hours straight or days broken up play to exchange a single item between friends, so be it. I understand why you would want that system upheld. It means that bots have to go through what legitimate players have to, disincentivizing them from exploiting Last Epoch.
I’m just impressed that after using it yourself, obviously enough to have this opinion, you don’t mind the way it functions at all.
But given people complain about not being able to search for specific rolls on affixes, I’m not sure how giving random affixes instead of the one you want is going to improve anything. This concept is actively hostile to trade.
I apolgize if I’m not explaining it correctly. When you are searching you would see exactly what you would be getting. So if you search for a particular dual t7 and thr fence has munged an exalted from a t6 t7 to a bis itwm and changed the price accordingly( yay currency sink) then it would be wysiwyg.
Firstly, I don’t think RMT for items is much of a thing in LE (if it happens at all). Pretty much the RMT we get is selling gold. This means that the fence isn’t selling anything. He’s buying the crappy blue item you placed in the bazaar for 1 billion gold. So I don’t know that you can do anything about it (other than the devs tracking transactions for these things).
Secondly, I don’t think players can actually change (munge) anything from the listings, which is what I think you’re implying. And if they did, then they wouldn’t be fences/RMTers, they would be scammers instead.
I think this is just a communication issue between the point you’re trying to make and the point I’m understanding. So sorry about that.
They are, but for people knowing each other simply.
Just because it’s not the ‘classic’ version of it being between strangers it still is trading. Hence you cannot hinder one without hindering the other.
And we see how ‘well received’ this system is. The resonance system is plainly spoken awful.
The active aspect of it is off-putting, the RNG aspect of it also is off-putting. Those have no place in relation to the thing they’re supposed to provide.
A simple solution is to acquire passively points while playing together over time in content (not towns or off-content areas overall) and then attach a value to items which you need those points owned to exchange them with the people you’ve played together.
The same system which in another version (a generalized one) should exist for MG by the way. There is no functional difference between those after all, one is solely faction based, the other is solely group play-time based anyway.
EHG simply tried to be creative and inventend a backwards system by re-inventing the wheel once more basically.
It’s nothing else.
Functionally they’re identical. The circumstances solely differ.
So really ‘nah’ in that case. But I get what you wanna say.
So any form of trading and item exchanging removed from the game?
Gotcha!
Because that’s what you’re recommending.
Everything else following the whole argumentation is just nitpicking around without addressing the core aspect of the issue. So I won’t get into it.
One thing I miss from D2 days was to simply create a game to dump the older stuff from the stash and letting new players come and pick things up.
I understand that LE is trying to at least inconvenience RMT (which we all know was rampant in D2 because of the way you traded), but I do miss that. It was good for the community, even if everything else related to it was toxic.
I think a system where after x hours playing together (if you stop getting xp for x minutes, the counter stops) you’re considered friends and can freely trade would be more than enough. If you play with someone for 12h, you’re likely friends with them. And no person buying RMT will play 8-12h with a bot just to get the items they bought.
Trading requires something of equal value (ish) going back in the other direction, gifting is in one direction only hence it’s called gifting rather than trading. A subtle distinction I know…
For trafing? Yes. To be able to give a friend something they would find useful which dropped when they weren’t around, not really.
Ypu do, they’re called resonances & while I can accept that the RNG aspect to it feels bad, what you’re asking for isn’t particularly different.
They really aren’t for the aforementioned reason. If someone gives me a thing with no expectation of anything in return, that’s a gift, if they give me a thing with an expectation of something in teturn, that’s trading.
I feel like anyone trying to defend current Resonance system does not actively play in groups for prolonged amounts of time.
But that’s not just a feeling… it’s most likely a fact.
And how would I know that? Because they’re frigging trying to defend the current Resonance system.
And why do I say “trying”? Because the current Resonance system is indefensible…
Anyone who had spent more than a week trying to interact with it had come to the same conclusion that it simply doesn’t work for the purposes it has been designed for, and it should be changed/removed/tweaked…
I’d say the opposite… Most of the time, people are quite literal in these forums, so if you’re talking about the trade system, people will argue you based on that. Because they have no means to tell beforehand that what you’re calling “trading” is actually the gifting system.
So, if you feel like people misunderstand you frequently, maybe that’s something you can do to ameliorate that aspect of your communication.
A great idea, and adjacent-ish to what I was asking for by removing golden resonance from the mix and only having the one resource. It’s a convoluted implementation as is, and with it apparently already functioning on a timer with golden resonances allegedly dropping every 25 minutes or so, and after the fifth golden you get an obsidian, following your idea wouldn’t be difficult. Not to mention it would remove the stress factor of potentially missing an item on the ground in rare instances. If they considered my idea, they would have the base framework they are already using, and it would ideally shorten the time it takes to exchange items to a third. Which would still be an hour on average of consistent playtime.