TRADE is such a detriment to POE 2 being fun

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Poe2WarriorMan#6401 написал:
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kinshade#2703 написал:
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Maldosam#3663 написал:
OP, are you for real !?

1- You can play SSF
2- Trade has been in POE 1 for years, or take EVE Online as different example. The economy is an integral part of the game (if you want it to be, see 1).


you cant play SSF, bc the game is designed to push you into trade. drop rates suck, and 99% of what you find is for other classes. currency drops suck too.

unless you stack MF and no life a trade farming character. thats not fun, thats a job.


Huh weird

Not only do I have any troubles in ssf

I also have no troubles as a warrior either


I guess people just don’t know how to play/pick things up I don’t even use rarity



Yes you are the only person who knows how to play and pick up items off the ground, you alone have it all figured out.
I am a big trader, but that is only because GGG doesn't give the tools to craft to the vast majority of players.

The reason for it is mostly straight forward. The design philosophy is that they really want you to have to 'work' for the good items. And by work, it means MANY hours of grinding, hard bosses, and hard extra content (breaches, ritual, etc...), to get the good stuff. That is the way they want the game.

In order to enforce that, they introduce rarity. This prevents good items from flooding the market.

The problem is that the internet exists, which means there is nothing stopping elite players from farming either top tier content, or mid-tier content with specific, high-rarity builds, and getting all the good stuff.

The problem with that is that it basically turns PoE into a pseudo 'pay-to-win' game, since people can just buy good items instead of 'working for it', which GGG doesn't want (they want you to grind).

They have to loosen it up a bit, however, otherwise people wouldn't play their game, but they will loosen it up as little as they have to. Which means they have no intention of making good items more accessible or making trade more integrated into the game. They want you to struggle with the game. That is the point of the game.
I get the point about grinding and struggle, this keeps players engaged and ultimately what we love about the game. But you struggle a little too much for too little a return at the moment and ultimately end up stuck progression-wise unless you either get extremely lucky with item drops and rolls on them (you need multiple items x multiple good rolls, which is a hard combination to get) or trade. I vouched to be SSF this first play-through of my Monk but got hard stuck and went for a trade to get a good quarterstaff and chest piece. I didn't trade for anything else (that's a lie, got one more unique as a novelty piece for 1ex) and so hoping to fill all the other gaps I have with what I can find/buy from vendor/or generate myself.

(I am a new POE player) and what I noticed is that required level to wear something is de-coupled from the item level. I traded for items, which were several levels higher than I was but I was able to wear them due to lower level reqs. However, I was not physically able to drop these same items at the level I was at because of that de-coupling. I needed 10 levels more to start seeing items of a similar calibre... which I needed to get 10 levels earlier to progress to where I am now and not straight up die on every map and lose exp. It's a chicken and egg situation the way it's designed atm and my main gripe with the game (unless I got it wrong somewhere, please correct me).

This is slightly compounded by how useless 95% uniques are. I get they are levelling gear but what needs to be said is 'low-levelling'. This means that a unique or two will not bail you out and kills the excitement of them dropping, narrowing further how important your good rares become.

I wish the SFF mode increased drop rates dramatically and changed other rules for a more enjoyable solo game. Shower me with currency in this mode so that it's not currency anymore but crafting orbs; trust me, I will still buy the currency tab to store them.

Edit: actually, my main gripe with the game is that I feel I have to enable 'cheat code'(which trading effectively is) to progress. The game is still very challenging, which makes it extremely challenging without cheat codes enabled. Somehow, POE normalised playing with cheats, I'd really like the idea of having the tools to create my own success and overcome struggles in, say, 20-30hrs of post-game and not 200-300 (and even then I am not confident after 300hrs I would have better equipment that a 1ex trade I could get done in a couple of minutes). The whole system is NUTS.
Последняя редакция: Finalstan#5006. Время: 6 янв. 2025 г., 06:12:22
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Finalstan#5006 написал:
I get the point about grinding and struggle, this keeps players engaged and ultimately what we love about the game. But you struggle a little too much for too little a return at the moment and ultimately end up stuck progression-wise unless you either get extremely lucky with item drops and rolls on them (you need multiple items x multiple good rolls, which is a hard combination to get) or trade. I vouched to be SSF this first play-through of my Monk but got hard stuck and went for a trade to get a good quarterstaff and chest piece. I didn't trade for anything else (that's a lie, got one more unique as a novelty piece for 1ex) and so hoping to fill all the other gaps I have with what I can find/buy from vendor/or generate myself.

(I am a new POE player) and what I noticed is that required level to wear something is de-coupled from the item level. I traded for items, which were several levels higher than I was but I was able to wear them due to lower level reqs. However, I was not physically able to drop these same items at the level I was at because of that de-coupling. I needed 10 levels more to start seeing items of a similar calibre... which I needed to get 10 levels earlier to progress to where I am now and not straight up die on every map and lose exp. It's a chicken and egg situation the way it's designed atm and my main gripe with the game (unless I got it wrong somewhere, please correct me).

This is slightly compounded by how useless 95% uniques are. I get they are levelling gear but what needs to be said is 'low-levelling'. This means that a unique or two will not bail you out and kills the excitement of them dropping, narrowing further how important your good rares become.

I wish the SFF mode increased drop rates dramatically and changed other rules for a more enjoyable solo game. Shower me with currency in this mode so that it's not currency anymore but crafting orbs; trust me, I will still buy the currency tab to store them.

Edit: actually, my main gripe with the game is that I feel I have to enable 'cheat code'(which trading effectively is) to progress. The game is still very challenging, which makes it extremely challenging without cheat codes enabled. Somehow, POE normalised playing with cheats, I'd really like the idea of having the tools to create my own success and overcome struggles in, say, 20-30hrs of post-game and not 200-300 (and even then I am not confident after 300hrs I would have better equipment that a 1ex trade I could get done in a couple of minutes). The whole system is NUTS.

This is a good thing! I have a lot of respect for GGG to be so reserved and to throttle the items and ensure the game hits the right balance before they add crazy item mods and powerful uniques. These will come with time. The worst thing they could have done is saturate the economy and get everyone to think the game is just easy mode and only worth playing for a few hours and giving up on.

You're probably thinking about how much better the game would be with just a BIT more cool mods, a BIT more awesome item drops.

These will come with time. It's early access, the game will improve, and one of the best aspects of the game that GGG don't get enough credit for has been their restraint in how they are handling this launch. Very impressive. They're also getting lots of hate for things that haven't had enough time to be polished and balanced.

But that's just gamedev! We have no idea what they're cooking up, and they can't tell us partly because it would ruin the surprise and partly because who wants to engage with us throngs of entitled whiney brats XD?

I'm SO looking forward to the future updates of new items and builds. And that's the best we could hope for in a game so early in development!
The game is balanced to be played SSF just so you know. They just don't want to limit trading artificially, which comes with the unfortunate downside that trade league is literally like playing with a character editor and cheats.

SSF is fine and is the intended way to play.
Последняя редакция: Kashou#2868. Время: 6 янв. 2025 г., 06:48:48
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Kashou#2868 написал:
The game is balanced to be played SSF just so you know.


How can you even say that with a straight face when like 80% of what drops isn't even really usable by your class?

I mean sure, they might technically be able to wear the item (if they can meet the stat requirements) but in most cases you aren't going to see a warrior using a wand, a witch using a mace, etc.

If this game is balanced around SSF, it is the worst 'balance' I have seen in an ARPG since Diablo 3.

The game is clearly balanced around trade.
Последняя редакция: whowe1#7244. Время: 6 янв. 2025 г., 07:18:10
i agree trade ruins the game but primarily due to game balance. one exalt can be traded for a strong weapon upgrade better than most things that you will be able to craft on your own.

it turns the game into easy mode until deep into maps.

i think it's a miserable cheat code imo.

don't get me wrong... if the game was harder in all of the Earlier content.... trade would make more sense. but i think overall weapon balancing needs to be better. it's so arbitrary how you can have a balanced experience and one weapon upgrade turns these engaging 2 minute boss battles into a goliath vs david situation.

i appreciate a challenge and the game is not fun for me when it's too easy.
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SkyPrince30#4110 написал:
I am a big trader, but that is only because GGG doesn't give the tools to craft to the vast majority of players.

The reason for it is mostly straight forward. The design philosophy is that they really want you to have to 'work' for the good items. And by work, it means MANY hours of grinding, hard bosses, and hard extra content (breaches, ritual, etc...), to get the good stuff. That is the way they want the game.

In order to enforce that, they introduce rarity. This prevents good items from flooding the market.

The problem is that the internet exists, which means there is nothing stopping elite players from farming either top tier content, or mid-tier content with specific, high-rarity builds, and getting all the good stuff.

The problem with that is that it basically turns PoE into a pseudo 'pay-to-win' game, since people can just buy good items instead of 'working for it', which GGG doesn't want (they want you to grind).

They have to loosen it up a bit, however, otherwise people wouldn't play their game, but they will loosen it up as little as they have to. Which means they have no intention of making good items more accessible or making trade more integrated into the game. They want you to struggle with the game. That is the point of the game.


Pseudo my ass, the market is flooded with RMT currency and RMT bots selling for currency. Or as with the previous scandals, just put out there by someone on the inside. I never played poe1 except to try it out and i wish i knew all this before i payed for EA. I prefer my p2w to be out in the opened, then atleast we can have an honest talk about it. The reason why the market feels divorced from the ingame economy, is because it is. Don't need to wait for an expose of GGG insiders running RMT. I will trust my gut on it. The game is designed like a gotcha game and it cannot be on accident. You cannot design a highly complex game yet be clueless to how your design decisions are playing in the favor of the RMT market. Progression and loot ingame comes in at a slow and steady pace so that you cannot brute force you way through the gotcha systems. They want you to trade and all other avenues are made less appealing on purpose. Diablo immortals was f2p also. People running defense of these practices in this game are not arguing in good faith, the trade site is not organic players trading with each others, anyone that thinks so is being naive

https://www.reddit.com/r/pathofexile/comments/19c9yvn/throwback_to_one_of_gggs_friends_and_investors/
Последняя редакция: exile13#6211. Время: 21 янв. 2025 г., 01:45:22
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exile13#6211 написал:
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Great bump, thanks!

+1 to OP.

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I find equipping any gear from Trading to be "icky"..lol. (a bit more on that below). Like it's no fun and I don't really feel I earned it. There's no "satisfaction", no "challenge". The only rebuttal maybe "you earned that currency". But no, I also don't find anything in that either. So, yes I'm putting my self as a choice not necessarily because I want that "harder difficulty" per se, rather, I find it to be more fun/satisfying than using gear that I traded (rather gear that I found/crafted!).

I also feel for the folks who do have this "longevity", it'll shrink that pie even more from your "50/50" arbitrary projection to smaller playerbase (of course)... and so w/ what's left...it's gotta be "Path of Trading" (sucks I just hate Trading so much lol...that's what's gona remove the "longevity" [among a list..] for me...but it is what it is) really for them I feel...like...there's no other way other than Masochist lol..(we're talkin' like at least lvl 80-90+). Like anyway, in my scenario, there's just no way I see it (Yes there are folks who go lvl 80+ SSF but I feel their builds are kinda those "cookie cutter" ones and usually they have some sort of head-start somewhere lol, but even then -- this is still far down the line I mean in terms of reality since I have yet to still find an actual "playstyle" that I enjoy enough for both mob/single-target for 1 class to actually go further w/ it in maps...lol -- but again, hoping D/T/M may change it up).

Simple example: Not sure if you tried warrior lol. But like I wanted to do a RS/MB build. But the Mace I needed for the build was like +Melee Skills/+Elemental dmg/+Fire dmg (and some other priority stats [of course you can get some of those stats on other gear too, but overall, prio is the Mace -- and we're talking about RS/MB, so it really heavily relies on those stats for damage -- otherwise, you'll really just do $hit DPS lol]). Like, to actually craft that type of Mace from vendor/loot will be like such a low probability chance of rolling those mods lol. ANd I never actually find that "jackpot" of having it all from a drop. So like what do I do? That build is essentially nullified. OR. You guessed it...Trade. Lol. But it sucks so much equipping some Mace from a Trade, just feels Bad and "icky". No fun. Don't even wana use it.



"PoE1 Clone Has No Future!" ;) | EA 0.2 | Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]
I wish people could buy from the trade stash directly! instead of having to meet up and trade with them. It's not like it's much of a social interaction anyway, more like a one night stand.. very transactional. There's no were near the same level of bartering as D2 had because their item economy isn't as locked down. it's too volatile..

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