The Case against a Trade Economy

Confirmation or not, until its implemented, it’s all just speculation. People/devs* change their minds often for the betterment of the job/game. I just hope it all comes together in the end. And I am quite hopeful with this dev team. Truly wonderful work imo.

*: Still not scientifically proven that devs are, in fact, human. :slight_smile:

This thread is more like RMTers fighting for their right to sell stuff in LE

An economy that isn’t frictionless is still an economy. Believe it or not, we’ve had economies for several thousand years before modern consumer culture & the internet made it easy to obtain most things (in the west).

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Semantics. In practical effect, the system as proposed by EHG in very rough terms will not have the kind of impact on gameplay and trading that comparable other games have had. By not being able to search for specific items, and not being able to “reset vendors”, trade stands in the Bazaar are effectively a fun sideshow, but without any tangible impact on item progression or loot design. Because it is, by definition, neither predictable nor abusable. It’s basically like vendors with smart loot, you’ve got a chance to find someone listing an Exalted item that you really want :stuck_out_tongue:

Exactly, that’s why they did it. They don’t want people to completely circumvent the items-from-dead-mobs gearing which would happen if trade were frictionless & supported by a full fat auction house (ala D3).

What we will get is still an economy though, just not frictionless which is all I was trying to say as a rebuttal to your assertion that it won’t be an economy. From how they’ve described it, it’s like a car boot sale, but that’s still economic activity, as inconvenient as finding stuff is.

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Well yes, we don’t disagree here. It’s just rather pointless to insist that it is an economy by definition, because when you mention a trade economy in an ARPG, the proposed model is absolutely not what the vast majority thinks of or would expect.

Don’t get me wrong, i’m really happy with the proposed model. I just see a lot of people not being aware of the recent update, and am trying to temper expectations somewhat.

I just saw that post, thats unfortunate that this is the direction they’ve gone in. as I said before the fact many people play games like this for the huge added depth the economy gives and they’ve gimped it this hard is pretty disappointing. I probably wouldn’t have backed initially if I knew this was the direction they were going to go in

“we want the system to feel good”
if it’s too hard to find or sell items in the bazaar it wont feel good at all regardless of your opinion on trade. it just wont be used and they’d be better off spending the time developing something else and scrapping it completely

it’s not even for the simple act of selling/buying items either. the economy makes the game feel significantly more alive. and unless they plan on having a matchmaking system for multiplayer (unlikely), for the majority of people this is essentially going to play like a singleplayer game + chat. lame

Huh? What depth?

Me sell item.
You buy item.

It’s ridiculous to call that depth. It’s convenience. It’s shortcutting the loot-focus of the game. It’s the equivalent of a cheat code (not saying its cheating, talking about codes programmed into games to add power).

Trade is nothing more than an alteration to the Loot Tables.
No Trade: Item X has Y probability of dropping for you
Trade: Item X now has Y*(# numbers) probability of being available to you.

That’s literally all trade does.

Well personally, I look forward to any sort of trading with the nerf to drops in this latest patch. It’s so abysmal you really don’t need a loot filter any longer.

If only real world economy is that simple.

The real world revolves around food (believe it or not). If everyone grew their own & raised animals to eat, there would be no economy. But we’ve evolved so that few (called Farmers) mass-produce food for all, and the rest of us, in turn, produce goods + services which we trade for that food in the form of currency (money).

I can go to the grocery store with my money and buy whatever I want, whenever I want (as long as its open, or else I go to the 24/7 McDonalds). That’s awesome in real life, because food is essential, and it shouldn’t pose a challenge to living, or be super-hard to get.

In a video game, however, where the only reason to play it is for the fun & challenge of building up your own character and finding cool loot, making the “mainstay” (loot instead of food here) easy to get invalidates the purpose of the game.

Apples to Oranges.

Clearly you are not aware that PhDs have been minted, by studying real world macro and microeconomics theory through ingame markets. I think you’re out of your depth commenting on this topic.

No. They are not the only reasons and it’s simply a case where you refuse to acknowledge perspectives beyond your own.

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So unless we have a PhD we’re not allowed to make comments? That’s an extreme of cancel culture I never thought I’d see!

Try to comprehend the exchange before you comment. You’re completely off tangent here.

btw, in case you didnt realise, he is against trade. which is… the opposite of what you’re hoping for.

Yes, they are. This is an ARPG. It’s a form of video game which allows players to make different characters to fight monsters for loot, getting more powerful along the way by built-in progress (levels) combined with loot progression.

If I told you a hammer was for driving nails into building material, you’d say they could be a weapon, or a paper weight, or a door stop, as if that invalidates the intentional design of the hammer as … a hammer.

Claiming that players invent ways to abuse (or use in odd ways) an ARPG for purposes different than its intent does not mean that the game has another purpose. You’re just inventing another purpose. Not the same thing.

Go watch the recent Chris Wilson interview with Ghazzy and see what he had to say about ARPGs and the role of items and their key feature.

Tell me Chris doesnt know anything about ARPGs and you’re the one here who is enlightened.

I don’t proscribe to the Logical Fallacy called “Appeal to Authority”. Sorry. Don’t care what some other dude says about ARPGs.

In your world, the hammer designer would need to make it shorter so it fits on the paper, and so you don’t trip over it as it holds the door open, and then you’d just have a crappier hammer which is not as good at hammering nails.

Oh? But yet we should care about what you claim is the reason and purpose of ARPGs? How is it that you know the purpose of ARPGs just as well as we all know the purpose of hammers, but that everyone else’s understanding of the purpose and reason to play ARPGs is unintended?

True, experience is overrated…

Yea that “some other dude” Chris Wilson, what would he know?

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