Trade development update - Introducing merchants guild and circle of fortune factions

System looks really good, but it all depends on how EHG will tweak the numbers.
As it stands (without any further info on the matter) the most „lucrative” way seems CoF gifting – aka playing co-op in cof with increased drop rates and other perks, then funneling all resources/items to one member – seems busted.
But we’ll have to see the actual numbers.

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Please sir, i would like some more mathematics.

Kind Regards,

  • Bayes
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i think every drop in CoF will have CoF Requirment, so if you drop x item while in CoF your friend would need to also have the x amount of requirment that item needs to use it, but if you are in MG and drop the same x item it would have no requirment, but i might be wrong

but if the minimum cost of the item (i didn’t see if there will be minimu cost in MG, because i 100% will play CoF) is obtainable, the question is not who will have the amount of money for the item , but how much the seller is willing to low the item possible “infinite” value to sell for, because if he have no intention of using said item, and is sttuborn wanting a value that no one will be able to afford, the value of the item technacally become 0, because since he will never sell or use it, he wouldn’t get any value from it

you must understand that trading counts as if you buffed drop rates by multiple times - as you do not need to drop a specific unique, just anything of value, then sell it and buy what you want. This is why PoE has such a terrible drop rate.

I would say that the solo drop rates suggested here are in fact a little LOW, as in it would still be faster grinding to trade.

Also I do not think they made any mention of certain factions having specific gear associated, just a choice between solo loot buff or trading. Where solos still can gift items to people that actually play with them.

do you think CoF could have A system like well of fortune/fate/chaging(random names i came up with)“sacrifice 20 rare tier items to get one of similar rariy of your choice”, or like sacrifice 5-10 of the same rare tier item to get one of your choice to buff CoF, or would This be unbalanced and overpower?

Wow, this seems to be a really impressing solution to a complex problem… /bow, I am in awe!

Such a thing would be far more powerful than current gearing options. If they’re going to stay true to their statement that CoF would be a bit lower than current gear acquisition until it’s highest ranks then it would need to be restricted to upper ranks, meaning you don’t get the benefits until you’re way beyond the point that MG can just buy the item.

Even so, at the numbers you suggest and the relative drop rates EHG has implied it would still probably be weaker than MG. The MG player still just has to find one such item and trade it for what they want while the CoH player needs to find multiple. For it to require 5-10 sacrifices for the item you want, the CoH faction would also have to increase drop rates by a factor of 5-10 to keep up.

Assuming that the game has enough players to sustain an economy, the gap between deterministic and non-deterministic item farming really is so large that they could introduce an entire mechanic that is way better than anything we have now and it would still fall short. It’s far too easy to underestimate how powerful trade is in games like this, but it really does make gear acquisition several orders of magnitude faster.

This is why I’m saying that CoH would have to provide nearly deterministic item farming. MG is fully deterministic, and no high-variance system can compete with that unless you’re using sample sizes well beyond what you’ll see with the playtime of most players. The suggestion here is deterministic and powerful, and even so it still probably falls short.

It also only addresses the one case I’ve focused on here. You’d need similar mechanisms to provide deterministic results for exalted items, LP items, Legendary items, and even Idols which would all have to keep pace with the MG player that ranks up and earns the ability to deterministically buy them.

understood, ty for the clarification, just wanted to throw the idea i had while reading your comments, i like to read coments like yours that are very well tought and detailed in different aspects of a game, in this case the point being the drop and trade point.

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Love the idea
but, question: if i’m MG and my friend is COF, item gifting is completely useless?

i think if you gift something for him that you dropped, he can use it, but if he drops something you would need the cof rank, maybe same case if you buy something from the bazzar and try to gift for him if this second case is possible

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SUGGESTION: there should be a machine that transforms an item from one faction to the other, with a 10% success rate :slight_smile:

I learned my lesson with systems like that, never again.

The old crafting system had a step like that and we got daily reports of bugs in it not following probability properly. It was as close to perfect distribution as you could expect from anything short of a research paper.

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But my sample of 2 items both failing is clearly statistically relevant and shows that the system is broken. Plus the sound it makes when it fails hurts my soul. If I had one.

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Humans are not very good at thinking about probabilities, especially when dealing with unlikely outcomes.

X-com has very transparent odds in the outcome of your actions.
Each action had a known probability of success, however people still get blindsided by “low odds” outcomes all the time. Missing two 95% shots in a row has a probability of 1/400, which is rather common in the grand scope of the game.
however, from the point of view of most players this appears like a bug.
As it turns out, the game cheats in favour of the player, and this is most likely to fix the perception of randomness.

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Another variable that should probably be factored in when discussing MG vs CoF is the amount of time it takes an MG player to trade an item, particularly something that’s semi-high end and has limited potential buyers. I’ve seen great items sit on d2jsp for weeks before being sold. Some higher-end crafted items/ bases will sit on Path of Exile’s trade site for days or weeks before selling. The time it takes MG players to convert one item into a usuable item will vary immensely depending on any number of factors and probably can’t be quantified.

Thank you! I could understand it. :pray:

Even though I understand that these will not be introduced yet in 0.9, my sleep is already shallow because I am too excited. :woozy_face:

BRAAVVVOOOOOOOOOO EHG!!! You guys are the ABSOLUTE BEST! The best for both worlds!! Absolutely awesome!!! Keep giving me reasons to FARM my builds and play LE!!! Not that I need them :wink: :slight_smile: :slight_smile: :slight_smile: :slight_smile: :slight_smile:

Ive had a day to think and I really dislike the Merchant Guild and its restrictions and headaches associated, seems more convoluted and complex than PoEs ‘just look at the value and price it’, ill probably only do CoF unless people find easy ways to exploit the MG system, even then the vast amounts of time you will waste dealing with the Bazaar you could of just played more. I am against silly restrictions, we already have that crap everywhere now irl dont need it in my games

personally, I think at the very least, target farming low rarity 0 LP uniques could be a prophecy option. As that would be the first use of market. Beyond that, I have no clue of what would be better. So long as the effect is only limited to effecting stuff that is tradable, it should be possible to balance with favour costs.

That said, I would like a meta-option that effects loot gain that is available to both.(in addition to your proposed system).