State of the Game – Endgame, Trading, and Crafting (Merchants Guild)

So, I think Last Epoch is in a pretty damn good spot right now. The endgame loop is actually fun, and there’s enough variety to keep me logging in. But for me, the biggest issue isn’t the combat or the builds – it’s how the Merchants Guild trading system ties into endgame farming and progression. We all know this game was designed as an SSF game, and merchants guild was an afterthought in response to player feedback. It shows, you can tell the game doesn’t want to incentivise an actual economy, which what the players who asked for trade actually wanted when they said trade is important.

Right now, it doesn’t matter what content you run, you’re basically pulling from the same loot table. Crafting mats, affixes, bases… all random, all the time. Because of that, the content itself doesn’t have any real identity. There’s no “oh, I want this thing, so I’ll go do that activity.” It’s just: do whatever, get the same stuff.

I think the game needs content-specific rewards, and I mean really specific. If I decide to live in one part of the endgame, I should be getting something there that nobody else can get unless they do the same content. And all of that should be tradable. Everything. Runes, glyphs, Gaze of Orobyss – hell, let us even sell corruption. And if we’re talking corruption, it should actually decay over time, like maybe dropping a bit with each echo you run, so it becomes a resource people value and trade.

We sort of have the idea with Woven Echoes, but since you can’t trade that currency, it stops short of being part of the actual economy. Give every type of content something like that,something unique, and suddenly specialization matters.

And this might be a controversial take, but I think the crafting system could use just a little more complexity. Not more RNG, just more layers to it. I don’t even know exactly what that would look like yet, but right now it feels like there’s room for something extra to keep it engaging for longer.

Bottom line? Make content rewards unique, make literally everything tradable, give corruption actual market value, and add a bit more depth to crafting. I think that’s what would push the endgame from “good” to “I can’t stop playing.”

No it was not. They always planed to have trading going all the way back to there 2018 Kickstarter campaign.

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Trading was in the kickstarter, I suspect the only reason you say this is because “everybody” loathed the idea of the original bazaar. CoF was added as an alternative to trade to not fuck over those who don’t want to trade with bad drop rates.

Yeah, kinda, the devs don’t want “tradelord” to be a mastery choice (like it is in PoE), they want people to be primarily playing the game (ie, killing mobs) rather than sitting in a hideout trading 24/7. They also want to not have the worst aspects of trade (sniping undervalued items & relisting, scams, cornering the market, etc).

I agree, though that requires there to be enough different content which we don’t currently have.

I’m kinda in two minds over having everything (including woven echoes) being tradeable, same with corruption decaying

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I know it was in the kickstarter. But they also said the weren’t going to do it. There was feedback and then that resulted in them doing this huge survey about it and then they said trade is coming but it’ll be limited.

I’m just saying , limited trade doesn’t feel as good as I thought. Like if all you can sell is items , then when everyone has a build the economy dies.

But if we could sell gaze of orbyss , runes of havoc etc it’d incentivise us to farm more.

Yeah they wanted to scratch trading and looking back at it I know why. They had a boatload of bugs and badly integrated systems in place and no time to deliver on a trading system. What we have now is at the same quality as the rest of a game. Either a bandaid on a gruesome wound or an exploitable or unbalanced mess.

All I wanted was the ability to trade with my friends even if i had to be friends for 30 days or whatever. CoF and MG are okay on paper but I would never touch Market because it implodes every season.

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They said they weren’t going to do their initial idea for trading (the Bazaar) because lots of people didn’t like the idea of trading being a car boot sale (every seller has an individual shop & you have to physically walk between shops, plus they would have given us a random selection of sellers/shops) instead of an AH-interface.

It was always going to be limited as they don’t (& have never) liked the worst excesses of PoE’s trade. Just how limited it was originally intended to be I’m not entirely sure, but the interface (ie, a random selection of individual shops) was going to be far worse than the AH we got.

I’m not sure the Bazaar even got to the point where it could be integrated with the rest of the game since they scrapped it years before MP was done.

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It actually isn’t, which is showcased at the retention rates still.
But that’s a entirely different topic and should handle itself over time, if EHG changes their methodology for implementations, no 1.2 style ones as much as possible.

It wasn’t. Trading was a kickstarter core foundation aspect.
People only say it’s an afterthought, but that’s factually wrong and I don’t know where it came from. Maybe because the devs mentioned something without realizing their legal obligations related to a kickstarter page. Something they seemingly still don’t realize even to date and where they should be lucky people are too lenient or lazy to actually do any action commonly when it comes to video games. Exceptions apply and too severe actions do overthrow this obviously.

Yes, it absolutely should.

I know EHG doesn’t want people to allow access of content to be sell-able but they’re shooting themselves into the foot with it.

If you create that variety then involuntarily you’ll start to force people into content-types they don’t want to run. That’s how CoF will fare over time. And the more that happens the more likely people ‘opt out’ of the game, it’s a prime aspect of mental exhaustion building up.
Which is why trade is implemented commonly, to alleviate this exhaustion and make use of the different proclivities of personality types.

The game has no chance to survive as a live-service game and no need to do so when no focus is given towards group-play, other social aspects or a economy. It’s beyond stupid - and yes, I intentionally use that word here - to create it this way further along the way. The remaining upsides are not in any way excusing the ridiculous ongoing costs and the severe reduction in development pace and quality this goes inherent with.

Actually the opposite. The myriad of shards need to be combined into a universal currency, prices accordingly adjusted to allow proper crafting and the crafting mechanics - as you say - hence can be made a tad more complex.
Currently the crafting system is limited by the drop-table which has massive RNG attached to it (which is good). But given the setup the follow-up ‘singular chance’ style of crafting re-introduces what it is supposed to alleviate in a major way. This obviously doesn’t work well.

Specialization in a specific area is ‘playing the game’ more then Last Epoch currently can offer.
The quantity of people which do this type of gameplay is miniscule… they don’t damage the game with it and it includes another group of individuals which otherwise wouldn’t interact with the game.

There is no distinct downside to it.

The vast majority of people use this to simply focus on the content they enjoy the most and then exchange it for the things they can’t acquire as it’s gated behind the content they don’t like.
This is the norm.

Which is handled via the re-listing aspect not existing. All of that cannot happen this way. So by that function alone the issues are removed.
The further limitations are nonsensical hence, should’ve never existed.
But since EHG has no knowledge about economical core rules - as they showcase quite clearly - they overshot massively and now are so fearful of breaking it even more that they do no action in that regard at all.

It’s a good chance that this will cause the downfall of the game long-term actually as they’re between a rock and a hard place.
On one hand the economy is non-functional, so they cannot implement large amounts of varying and diverse rewards specificed to specific content only as the majority of people would burn out mentally from going through that. It’s ‘exhausting’ to do.
On the other hand they also cannot keep simply expanding the game keeping everything ‘the same’ as that will never improve the situation of people being ‘through the game’ in 40 hours, with nothing to actively strive towards. The same issue D3 has struggled with as their setup demanded quick progression and hence reaching a end-term easily.
Sure, LE’s system allows a vastly longer timeframe to reach the end-goal… but their core systems are set up in a way to actively hinder doing so in a foreseeable amount of time, the RNG disaprity is outrageously high and no insurance of progress is happening. This removes motivation for a vast portion of players when reaching even close to that point.

We actually do:
We got loot lizards that could be put into specific content to only drop specific unique drops from there.
We got Nemesis which could be expanded rather then this lackluster type of content that for some reason was retrospectively thrown into the campaign that already was too simplistic.
We got the Harbingers which could provide something specific as they’re a unique mechanic which you directly need to go for actively.
We got dungeons which could offers exclusive rewards to make them more worthwhile.
We got arena which could also provide this.
And we got weaver content which could also provide specific rewards solely found in those nodes rather then the access aspect of it.

It’s just not done by EHG… they got tons of potential at their fingertips and utterly ignore it since far far too long now.

Have they offered universal kickstarter refunds after announcing that? No?
Then they damn better get their asses going and provide, people paid for it, so provide or loose the money people gave you with that in mind.
Sure, not everyone will use the refund option… but those which wouldn’t be happy with that would.
But that was never the case, so bad luck EHG, shouldn’t have promised stuff which you can’t provide.

The choice of only providing a item-based economy was from the get-go a guarantee to fail. There’s a reason why commonly resources are the most important aspect… because they have a natural sink and hence don’t cause the end-line to be achieved as easily.

This gives a substantially higher time for changes to cause the economic situation to not reach a ‘end-line’.

Which to be plainly spoken: Is absolutely mental that EHG ever thought it to be acceptable nowadays to do that.
So fully ‘on them’ for messing up.

Which wasn’t acceptable and people talked against it.
And which still isn’t acceptable.

They overshot, massively.

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Except when they decide to do price fixing+sniping to take advantage (scam) of newbs.

Like exclusive uniques that only drop from them? :thinking:

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I guess you missed the “to keep me logging in” bit. I do’t disagree with you, but his statement is subjective, so it’s fine.

Indeed, unless that specific area is the MG trade hub.

They can.

Ah yes, the mythical “wider audience”, let’s make the game as generic, bland & soulless as possible to appeal to as many people as possible. The focus group says it could do with a few tweaks here or there.

Yeah & that’s kinda why I’m not against it.

The faction ranks unlocking what you’re allowed to buy? Yeah, I kinda agree but I don’t know what else they should do & I think that MG just having 1 rank (“you can trade”) would be a bit disappointing.

I, personally, don’t consider single mobs (or a group when lizards do that, though that is nice) to be “content”, it’s not like they’re comparable to Delve or Harvest or things like that. That’s what I’m referring to when I say there’s “not enough content”.

The weaver zones, yes, we need more stuff like this (or not like this).

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They could impose listing limits, where further ranks allow you to list more items (although the UI for re-listing needs to be improved for that to be practical). They could also start at a higher tax and further ranks reduce that tax. And/Or.

Not sure if either of you is referring to tombs or to woven echoes. But woven echoes already give you exclusive specific rewards in the form of exclusive uniques which only drop on woven echoes and exclusive mechanics like set shattering or unique re-rolling. Isn’t that enough?

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I’m starting to get kinda annoyed when people repeatedly pan back to stuff which is not possible in the game.
As explained over… and over… and over again.
In LE you cannot re-sell. Hence you cannot price fix. Hence you cannot snipe to re-list.
There is no possible way to realistically price fix, all methods only cause some people to shortly miss out and the one trying it to loose value immediately as their item might be bought but to achieve that they needed to buy a magnitude more in value to even make that single sale happen… which is hence nonsensical.

No, like a specific thing which only drops from it, similar to specific crafting currency opening up a usage of the core items in different ways. Comparatively to what Fossils, fracturing orbs, tailoring orbs, tempering orbs, conqueror orbs and so on do in Path of Exile. They are all acquisitioned from a specific content which makes it valuable to run.

A singular situational unique which you are very unlikely to personally need is not something viable enough to be in that category by far. It’s about repetitive farming and retaining value.

If you look at uniques they are either only valuable at high LP values (hence the jackpot drops) or are so rare that low LP already has significant value (still a jackpot drop).
The task not a single mechanic in Last Epoch currently fulfills is to be interactable rather then enforced upon you (hence detached from the core gameplay loop) while providing something which always has a base value attached to it.
Jackpots are worth jack-shit.

I ‘can’ do a lot, but I don’t. Prevalence is a thing. You make it seem like a singular person doing that would cause the downfall of the game.

And also… go ahead and explain how that would happen in Last Epoch. We don’t need another example of how they do it in PoE when the respective methods are not applicable in LE because the core economic cycle is not set up the same way.

It’s a side-effect and has nothing to do with bland, soulless or generic. You’re usually not providing such piss-poor arguments, don’t start with em hence.
That would mean for example Final Fantasy Online - which is highly regarded and has a vast variety of content - is ‘generic, bland & soulless’ because it doesn’t focus on a singular mindset entirely while ignoring everything else.

But that’s not the case, is it now? :slight_smile:

For example the ranks, yes.
And the core idea doesn’t need to go… I mentioned several times by now to make it a properly balanced system based on a proper baseline, which would be something like a ‘power level’ system, even if that’s never visible to the player.
Total Affix level, base type, Affix rarity, proper multipliers to achieve a numerical representation. It doesn’t need to be perfect, that’s balancing… but the mechanical implementation needs to be there.

The ranks as they are are more detrimental then useful, even simply removing them without anything to take the place for them would currently be a net positive… and that’s as awful a situation as any system can possibly have.

Perception is a strong motivator for such things.
This type of variety I gave as an example does cause more engagement overall, target-farming always does compared to generic playing to get ‘everything at once’.

It provides a clear-cut goal and a clear-cut obstacle to overcome. Limits the framework one acts in and hence lets the brain focus on specifics rather then the grand whole, which is easier.

Yeah, like em but different :stuck_out_tongue: Good start definitely.

That would be a usable and sensible method for ranks, absolutely, 100%

The re-listing in general needs to be completely overhauled, it’s a disaster beyond end.

Same with taxation, also agreed. But first of all a meaningful and useful resource sink that’s viable enough to use has to be implemented.

Do you get anything you can’t get somewhere else with shattering or re-rolling? That’s not exclusive content.

Fossils in PoE are exclusive content (or were initially), fracturing orbs are, memory strand equipment is, cluster jewels are… and so on and so forth. Stuff you cannot - even as a jackpot drop - get from another mechanic, one forcing a player to engage with a specific mechanic hence.

Edit:

Uniques can be ‘exclusive worthy’ if they’re prevalently enough needed. Yes, something like farming Uberroth for his uniques… or the Arena theoretically for those. But that’s reliant on demand, and in Last Epoch? Demand is abyssmal for those things sadly. It comes from the price-tag attached which barely anyone can afford when you finally get it as the sheer gulch between people because of the non-functional market situation is so massive.
Until that isn’t solved it’s not a viable option… and to solve it the market has to be significantly changed in several ways, hence that won’t happen for a long long while still even if we’re talking about.
EHG needs to fill the game with content viable in the meanwhile at least, but they’re plainly spoken awful at doing that for the moment.

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I’m obviously talking about PoE and the harm tradelords can do.

In LE you can’t because EHG doesn’t want people to play tradelord the endgame. Even if some players would play LE exclusively because of it.
In fact, the fact that you can’t resell is what causes both the price fixing to be impossible and also playing tradelord the game. Funny that. It’s almost like allowing tradelords leads to price fixing.

Ah, I see. So like the needles then. Or the keys. Or the items that “evolve” after you kill a Harby.
We also had the exiled mages dropping insights, but that’s gone now.

Personally, I’m all for mechanics having exclusive items attached to them, but I’m glad that everything you need to craft is actually a general drop and not tied to anything specific.
If I tried to play Poe in SSF I would immediately quit since most of the good crafting stuff is tied to mechanics I personally dislike. So I would either be nerfed in that I can’t craft what I want or I would be forced to engage with those mechanics.

Oh, then you mean the keys they drop that allow you to fight Aby (which is part of the same mechanic) and that drops the best amulet in the game that almost every build wants? As well as a chest that lots of builds use? Does that count?

If PoE had direct trade from the start, would it be in a better place than now? We have no way of knowing, but it’s not far-fetched to assume that there were a significant number of people quitting because of the toxic trade.
And a small number of people doing toxic practices is enough to drive away a larger number.
Just look at the success of when they did that for currency trade (after 10 years and almost forced because of LE’s direct trade).

So I guess that depends on what you consider “downfall”. If you mean the game dying, then not likely. If you mean the game not being as good as it can be, then it’s more likley.

That can be both good and bad. If I’m a player that only enjoy the arena mechanic, I can currently get pretty much everything from it currently.
But if I only like delve in PoE, then I’m forced to interact with a lot more mechanics to get my endgame build finished (in SSF, otherwise I can just trade).

Not to mention that too many mechanics can lead to bloat and decision paralysis, as we all know.

Set affixes. Unlocking void Nemesis. Experimental affixes. “Wrong” attributes in class specific gear.

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If LE ever gets enough content that a PoE style currency exchange would work I think that would be a good addition, maybe with more controls than PoE to limit the manipulation as much as possible. Then make the item trade house a 100 % anonymous buy it now with the out of wack listings trying to bypass the anonymous part being dropped into a shadow ban list. Fine tune the gifting just a tad and I think that would be great for a lot of players.

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I think the best short term solution is to just turn gold into a consumable that can be turned in and bought for gold to solve the problem of gold cap.

Maplestory also has a limit to their currency. “Mesos” dont go past a certain point in your inventory, but you can trade mesos for a coin that can be sold back for what you paid for it minus tax. So trades for extremely high end items are traded in a mix of gold and coins. but this works because they have p2p trading. This means there is never a “limit” of what you can trade for.

But this would probably require them to bring back p2p trading. But I think that has to happen anyways. Im totally in agreement that items shouldnt be able to be traded multiple times and all the other trade restrictions, but removing p2p just to tackle rmt is not it.

items that are “priceless” in poe dont get tradeded often on the trade website. they might be listed on the trade website with notes saying “offer” but for the most part, its a very personal type of trade because the item is so priceless.

But maplestory also has large gold sinks that means normal players even blow through large amounts of gold that is evaporated into the void.

LE current issues are gold inflates forever(At this point im not convinced tax is enough) they need a heavy gold sink. The problem is they run into CoF not having the ability to get the gold to use it so it cant be a progression/power tool.

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Why does it have be p2p though? If ones side is getting value from the drops that are valuable but not useful for them, and the buyer is getting something the need or want. Then why does there need to be a verifiable connection?

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Which is not even tradelords… please differentiate between scalpers and traders. One are a community service… the others are leeches.

I’m a tradelord in PoE, crafter and trader, those primary ones. I roll for hours for good results from bases others sell for cheap. I create the items others wish they had… but which still wouldn’t be fitting for their chars, and since I do it for all types of chars I make profit with it.

That’s healthy and good for a game. I make profit and get better stuff I buy from others which haven’t rolled properly for me while making stuff for others. That causes a constant fluidity of the market to happen, which is mandatory for a healthy economy. Flow of goods. LE is ‘stale’. Either you sell something in a relatively short timeframe or it’s sitting ‘forever’ basically as prices got too low and re-pricing is such a debacle it doesn’t warrant the time investment to even do.

I still can do that… if you know what people actually list or don’t list it becomes surprisingly easy to make still tons of Gold in Legacy. But that’s a major issue actually. Those items are very prevalent and easy to acquire but it’s so darn hard to find anything properly in their shit-tier UI that they’re overlooked.
I would rather not make hundreds of millions of Gold when it means the community can properly interact with the market and hence providing a bigger variety of items which I could possibly need in return as more players actually know that they would’ve some form of value.

The needles are utterly useless outside of initial progression, so they immediately fall off in value.
The keys… you’re getting showered in keys, they’re also worthless.
The ‘evolving’ items are a thing, yes! But they once again have the issue of champion affixes or experimental affixes. Actually getting a item which is valuable is once more solely a ‘jackpot’.

That’s why the crafting system in PoE is set up as it is. You acquire for example fossils, and when you got 10-20 you can realistically start crafting early stuff and actually get a upgrade with a high chance. With the special ones you can actively ‘fish’ for specific results.
You won’t always get what you want but with prevalence of usage you get good results which you then can turn into a circle of acquiring more and trying to keep on crafting. Hence you cause fluidity in the economy. One resource goes out, finished products come in. Some get sold, others get lowered in price, when the resources become too expensive you stop and farm up more. But the market stays ‘alive’ through those things long-term. There’s a sink and the older items are ‘removed’, in LE permanently as phased out old items are trash rather then value.

Which - as mentioned - is fine… for now.

You’ll see a distinct issue arising as the game grows. Either mechanics becoming worthless entirely and the game always feeling ‘small’ and hence people getting to the end-point in record time as ‘nothing feels worthwhile to do’.
Or you get the issue that it’s overwhelming and steadily forcing you into stuff where you would rather do something else as exclusive drops are only found in a specific place.

Which death-sentence would you rather give the game? Because both are without a method to alleviate it :slight_smile:

Yes, and people able to deal with Uberroth hence get loads of value. Farm-worthy!

Is the core gameplay ‘farm worthy’ though? Not really as 99,5% of drops are worthless and finding out which one has value is a nightmare.

Is arena farm-worthy? No.
Dungeon bosses? No.
Even shade? No.

You can spend 50 hours farming each of them and not get a single MG valuable item. Why? Because you need a specific LP value on them to even get some reasonable value. So you ‘farm empty’ for that time.

This doesn’t happen with Uberroth for example, but that’s solely because nigh nobody can access him and deal with him.

That’s why commonly consumables are the core repetitive farming reason. Not finished outcomes besides a few distinct ones. We only have ‘so many’ slots to fill for gear, and it becomes ever harder to fill them. So to alleviate that means resources to acquire something is a viable option to exchange for and not have those severely long downtimes… you still ‘get something of value’ in the meanwhile.
This is currently simply not the case.

Yes.

We do actually? Imagine the current currency exchange inside it at Day 1.
Has it caused a downside? No?
Why would it have done so earlier?
Is there a reason why that would be the case? Some difference in situation causing it? If so yeah… but that’s for example with ‘Faustus’ in PoE not the case.

So yes, it would’ve been better :slight_smile: Obviously so.

It’s like saying ‘would the life of people have been more comfortable if they already had toilet paper readily available in the middle ages?’ Obviously yes :stuck_out_tongue:

PoE would very likely not exist anymore without GGG caving with their trade API and the trade-side hence coming into existence.
They would now play Torchlight Infinite or Diablo instead. Those being the best games in the genre…
Or at least it would be a really small-scale game still dimpling around for more then a decade. Likely dead though as it falls out of favor since the engine updates and QoL updates together with the content releases would’ve had no chance to be upheld to stay meaningful.

Which - as already stated several times as well - is not how the prevalent mindset of people works.
People leave as they get bored.
Ensure people don’t get bored and they don’t leave.
Variety ensures people don’t get easily bored.

Many games have found that out over the course of the years. Why do you think is OSRS so wildly successful? Because they have a myriad of possible mechanics to do. If you’re sick of doing Wintertodt then you can go and fish. If you’re sick of fishing you can go and do farming, if you’re sick of farming you can go and play the Grand Exchange market-wise. If you’re sick of that you can go and PvP. If you’re sick of that you can go and do clues. If not that you can raid…
Basically there’s such a massive variety in the game that generally ‘something’ is fun at the time, even when you’re tired with the core gameplay. Be it farming for something specific. Skilling further up. Doing some minigames or whatever.

Your mindset is rare, your mindset makes companies fail, actively. Yes I know it sucks… but that’s simply what it is, wanted or not. You can still ‘hope’ for the perfect game making that a reality… but don’t ever think it’ll be in any way ‘large’. It might fit you perfectly but only have 500 players… which suffices to keep it alive anyway. But it being that and large long-term? That’s mutually exclusive.

Which is also not inherently true.
Given many choices at once does, absolutely! But if the mind can reduce it to singular options or a low variety of them then this is sidestepped completely.

The worst retention in PoE was when they threw all mechanics at you at once, no way to change what shows up in a map, no chance to imrove them happening or remove them.
That changed entirely with the Atlas passives, that gave player agency and retention time has significantly improved because of that.

They simply sidestepped the decision paralysis.

A prime example game for ‘how to handle immense content bloat gradually’ is CDDA (Cataclysm: Dark Days Ahead), a rather little known ASCII game (with tilesets though) that’s overwhelmingly complex with the sheer amount of content inside. It’s overbloated to oblivion. You can create houses with electricity, in-depth health system that demands the need to take care of nutrients, a in-depth illness system, building vehicles from the ground up, overwhelming crafting options for everything.
It’s also open-source and has a active community, which means it gets up to 5 updates per day in the experimental version.
It’s massive, it’s overwhelming, it’s bloated.

But… their method to immediately remove content bloat in-between is to revamp their UI. At one time they had all items in a single list of crafting, that was unfeasable. They made crafting tabs and suddenly it become manageable again (still overwhelming). It reduced the issue by magnitudes.
Then they made a separate UI solely for building item tiles of any kind.
A separate one solely for vehicles.
A separate system for the inventory management.
A separate system for…

You get the gist. This method in development is called ‘compartmentalization’. You stuff things into a specific area of the game, commonly out of view so you don’t see it, you don’t interact with it. And when you stumble upon one of those the player has the choice of ‘do I interact with it or not?’ at the time. This choice is what the only agency of the player is at the time ‘do I have the mental capacity free to engage with something new or do I still struggle with ongoing stuff?’ and hence decide.
This allows the bloat to become non-bloat.
Mind you, that game has such a fast paced and chaotic development that it still struggles severely with bloat… but 5 years ago it was the same severty in issue despite having 5-10% of the content in it.

In this case 2 specific mechanics were mentioned.
Shattering and unique re-rolling.
Shattering hence being the unique shattering one would expect. The set shattering is a specific one, absolutely!

So from 36 different woven echoes we got a really miniscule result there.
The cemeteries… tombs… (still don’t know which is which :rofl: ) they’re now ‘core gameplay’ as you cannot avoid them. They’re shoved in your face, which already was repeatedly discussed why it’s problematic, so I won’t get into it. It makes all the exclusive drops from that ‘core gameplay drops’ though and hence invalidates it as a side-mechanic by design, so enchanted idols and the runes are hence ‘core drops’ and removed from how they would provide the highest impact.

The leftovers are:
6 extremely circumstancial uniques
4 copies of an already existing system (arena rewards, tomb bosses, shade, harbingers)
1 new mechanic (set item shattering)
Uberroth
All others are pure RNG reductors/terget farming methods.

Which… don’t get me wrong, target farming methods are a big thing, but it is not exclusive. As are the copies of existing systems.

So in total we got through weaver nodes:
6 Uniques
1 new mechanic
1 boss

And a few core additions.
4 bosses
a few uniques.
idol enchantments.

That’s the summary in total.

Is that enough? Not even remotely in the current state of the game.
If EHG had implemented the tombs… cemeteries… the things in the echos actually in a variety of options rather then ‘generic’ as their usual downfall is then we could say something different.

One which has champions inside and focuses around their items.
One which has the weaver bosses inside and focuses on their uniques and enchanted idols.
One which is focused on acquisition of the weaver nodes.
One which is focused around buffing the content outside of it.

As example… then it would be exclusive stuff, things worthwhile to interact with, their design showing what is inside and hence allowing the decision if you wanna engage with that type of content.

But that wasn’t the case now, was it?
Instead we got the ‘generic treatment’ for em, which is detrimental.

Yes, that’s a viable short-term solution, 1 mil itemized for example, a platinum coin… or a diamond… or whatever.
And allowing them to be listed like Gold at your char.
The solution to EHG’s issue was already implemented with ‘Everquest’ in 1999, hence 26 years ago via ‘copper, silver, gold, platinum’ coins. So each has a technical limit.
There’s a reason why that is done.

Automatically this also works, so no issue with the exchange at all. No need for p2p even.

They are actually often listed for the respective mirror-prices.
Nowadays ‘TFT’ has taken over the task for top-end ones though, formerly it was solely mentioned in the forums.
But you often see ‘1 mirror’ items solely for indexing. Indexing is important still and if you see a 1 mirror price it’s either a mirror-service or a ‘offer’ one.

It never was, it’s a miniscule stop-gap to allow a miniscule amount of extra time. Does take nearly no effort to implement and has a bit of impact.

But yes, without a sink it won’t ever work out.

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Sorry p2p in this case just means “peer to peer” aka person to person.

aka a trade that does not go through the market ui. like a poe style trade. rightclick and trade the person next to you directly.

Example, when asked “well what if I want to trade with my friends and we dont play together, how will CoF do that” initially mike said “just all be MG, and you can just trade each other MG items whenever you want for free” because there was personal trading. There is no longer because of course it was being abused by rmt.

But imo any anti rmt/bot method should not infringe on normal users, the second it does, id rather just have rmt/bots frankly. as it didnt do anything to stop the inflation.

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So if we start from the premise that EHG still wants to severely limit RMT and therefor discourage bots. The question then becomes what friction and frequency would be acceptable to get an out of sequence gifting token to use with with your online (MaybeIRL maybe not) friends? Mini quests, nemesis specifically targeting friends ala D3? I think part of the inflation issue is still related to people trying to exploit the market which making all the listing not show to everyone changing the name and slightly the stats and price of an item would go a little ways to eliminate that.

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I still don’t know what you mean by this. You don’t see the name of the other player in the transaction already. All you info you have is how long ago is listed (which is an important info required).

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Yeah, and instead now we’re limited to this broken gifting mechanic which is beyond nonsense sadly.

Sure, it does take care of RMT… but in the worst possible way.

I would argue it’s so bad that LE could be a pure SSF game and not many people would actually feel any impact from that, the miniscule amounts of people still playing together wouldn’t impact the game at all.
Which is a horrible state to have.

Obviously can’t stop the inflation, never supposed to.
It’s solely against bots and RMT… and the botting is existing because of RMT.

So you have to take care of RMT to reduce botting as much as possible… but you cannot ever do that at a significant cost of enjoyment for the common player. Infringing onto fun is acceptable and - sadly - needed to get it under control, but what EHG does is so far beyond that it’s just stupid, plain and simple.

Acceptable on what premise?

The more someone plays with another the easier should be exchange of goods between them, without reliance on the game systems.
It’s a core reason why I’m so heavily against the faction tags as well and simply reducing them to ‘cannot be traded’ tag, hence enforcing pure gifting for changing ownership of those.

So at the beginning of a playthrough together it would align with the items people get while playing together, weak early items with low Affix count and low FP. And the longer the easier it becomes to exchange higher FP count and higher Affix count items, including exalteds, uniques based on rarity and LP as well as the respective legendaries accordingly.
I would argue shards should also be possible to be exchanged, as should be access of content. I see no reason outside of reduction of player agency to limit those inside a actual group of friends which actively play together.

Huh?
What does that mean? Can you give a more precise example?
What you wrote doesn’t make any sense to me plainly spoken, I don’t know how or what that would even possibly be able to change.

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