Let me preface this by saying that I love this game, and have played it to the point that seeing my playtime on steam is somewhat embarassing. I want to see more people join our ranks, and I want to see this game succeed.
Recently I saw a dev response in discord that EHG is “Extremely Satisfied” with the state of factions, which tells me that EHG does not devote as much time to MG as they do to COF. Especially since the bazaar only received a few basic QOL improvements in this most recent season (which were a great start, don’t get me wrong). I believe that the entire faction system should be overhauled, and there are many excellent opportunities for improvements to the game in this realm! Reasons and suggestions below.
Problems:
- All MG faction ranks can be summed up as “You can now buy and sell a different kind of thing on the bazaar”. This is a very boring implementation of rank rewards.
- A large portion of the player base never engages with the bazaar, or even has the option to.
- Favor is useless once youre max ranked. The only thing to spend it on is gambling, and the gambled items are universally garbage. Not to mention that you cant even gamble in bulk since there is a bug that makes the gambled item show up on your cursor as well as in your inventory when you shift + right click, requiring a separate click + delay before you can buy another.
- Having the item types for the bazaar spread across dozens of specific NPCs is a baffling decision, when it could just as easily be a dropdown box that affects other available fields from a single interface.
- Affix ranges in bazaar for searching, and searching by item is a good step forward, but affix ranges are all over the place for their values and frequently do not match their actual value ranges.
- If the values listed for the fields cannot be relied on to reflect the true values for the affix, then you should just return it to a percentage based slider.
- When searching for ranges, it sets the max value as the lowest range by default, this is not the case for the range filters for uniques in the loot filter, so why is it the case here?
- You cannot tab between the min/max fields, this is just an annoyance.
- Item listings never expire, resulting in bloated search results.
Bazaar/Trading Fixes
- Bazaar should be able to be used by any player regardless of faction.
- Keep the COF specific item tags from prophecies/rank reward items and make it so they cant be sold on the bazaar, but allow COF users to sell untagged items.
- Items being untradeable after purchase is a good decision and should be kept, since it prevents market fixing.
- Add the ability to search for “items with X amount of tier Y” affixes. Being able to specify individual affixes is nice, but its very limiting when searching for things that you could havoc around instead. Like if I want any level of a few specific affixes and need at least one t7 and one t6 affix but dont care which ones are which level, it is currently impossible to do so.
- We should be able to exclude sealed affixes from affix searches
- Add a maximum duration to bazaar listings, and just dump the items to the “sold” tab when expired since there is no mail system. No favor refunds, etc.
- Players should be allowed to trade any tradeable item to other players, and have it become tagged as untradeable afterwards.
- I understand the idea behind the “resonance” system as a prevention for RMT, but maybe we should be more concerned with building a consistent player base before trying to fix nonexistant problems by removing core genre functionality?
- Modify the Bazaar interface to allow for searching for any kind of item, instead of having item types having separate interfaces. This is pretty much the same menu that already exists for loot filters.
- Have the Bazaar take a cut of the item sale price, rather than inflating the price by 15% at listing
MG Rank Suggestions
Implement actual benefits for rank ups, such as:
- “Caravans”, allowing a MG player to dispatch different types of caravans with different kinds of goals, using differing levels of favor and/or gold and different durations depending on the caravan. Durations could be time based or could be related to completing X echoes.
Mechanics:- Depending on the difficulty of the expedition (like item rarity) favor required will increase. The more specific the target, the more expensive and the more difficult it should be.
- Caravans could fail due to attacks, and need guards which can be recruited for favor (after a specific rank level)
- Speed of caravans could be affected by additional augmentations. The player could have a pool of resources like guards, vehicles, transport, navigation, etc that would have different effects.
- Items from caravans should be able to be sold on the bazaar, so they should be untagged.
- Ultimately this should not be able to reward as many items as CoF prophecies should, like not even close. It should cost a large amount of favor but it would actually provide a benefit to being MG aside from just giving the ability to sell stuff.
Examples of rewards: - Obtain more of a specific imprinted item (including idols), with varying levels of success, with chances of those items having the same affixes/ranges.
- Obtain gold, increasing with favor expended
- Obtain a specific, generic type of item, similar to a prophecy.
- Increase gold obtained by a variable % range
- Increase memory amber obtained by a variable % range
- Increase bones/materials obtained by a variable % range
- Increase vendor value of items by a variable % range (calculated on sale)
- Add a rare (like rune of creation rare or greater) drop for a rune that removes all tags from an item.
- Improved MG favor gambler, let it reward T7s or uniques more frequently. Im not sure if it can even give a T7 in its current form.
- Reduced/removed bazaar cut on listings
- Reduced/removed favor for bazaar listings
- “Negotiation” selections that behave similar to blessings, only allowing to pick one:
- Weaver - some way to add a specific affix to a weaver item for the first roll. Perhaps a rare rune + shard in the forge
- Teamsters - Chance for caravans to return with an imprinted item in addition to their other rewards
- Zerrick - +% gold gained
- Masque - +% memory amber gained
- Skarven - +% primordial materials/bones gained
- Nemesis - Increased chance of adding legendary potential to egged items