Why PoE 2 will again not get a Auction house? (or trading system)

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dima_dunedin wrote:
Diablo 3 auction was closed for a reason. It was very quickly swarmed with pure traders who pumped prices to the roof.
The problem of the game is not absence of auction, but the drop rates, because buying is the only option. I played the game for more than 1000 hours and found one really good item.
In Diablo 2 Resurrected I had enigma, windforce and bunch of top tier uniqes and runewords after 4 month of playing, all self found.
Though farming high tier runes works only in single player, you need an ability to reset the area without changing map layout (super chests in Lower Kurast).


did you play those 1000 hours on a different account or why did you never beat shaper/elder I mean of course you don't find the "good stuff" if you don't run the "good content"
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
Comparing the rarity of enigma and windforce with mageblood etc.
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dima_dunedin wrote:
Diablo 3 auction was closed for a reason. It was very quickly swarmed with pure traders who pumped prices to the roof.
...


Fascinating how many people believed when blizz blamed AH for D3 problems and made a show of closing it. Problem was and still is D3 itemization itself. It was before silly sets with +10000% dmg came around, but still, no meaningful gold sink, no gem sink, no legendary item sink, cheap and unneeded crafting, and smart loot on top. Of course hyperinflation was a matter of time.

We still have AH working on our private D3 server, and let me assure you, with our changes economics there is fine, nothing collapses.
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Echothesis wrote:

Fascinating how many people believed when blizz blamed AH for D3 problems and made a show of closing it. Problem was and still is D3 itemization itself. It was before silly sets with +10000% dmg came around, but still, no meaningful gold sink, no gem sink, no legendary item sink, cheap and unneeded crafting, and smart loot on top. Of course hyperinflation was a matter of time.

We still have AH working on our private D3 server, and let me assure you, with our changes economics there is fine, nothing collapses.


There was no smart loot in D3 when AH was around, they added it after the fact. The sheer amount of players is what breaks the AH economy. You have biliions of items generated every single day. Its not "your changes" that are so good, its the amount of players. Even 10k players is nothing compared to 7 milion D3 had.
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kuciol wrote:

There was no smart loot in D3 when AH was around, they added it after the fact. The sheer amount of players is what breaks the AH economy. You have biliions of items generated every single day. Its not "your changes" that are so good, its the amount of players. Even 10k players is nothing compared to 7 milion D3 had.


For the sake of common ground, why do you think is currency in poe still worth something in standard if even the less knowledgeable players can farm it? Poe doesn't have millions of players, but still has at least 100k CCU on average I believe. Poe is nearly as old as D3 too.

Poe also has very strong currency sinks all around the game, as well as item sinks to a lesser extent via corruption, recombination, and other forms of irreversible crafting. It is true that I never had that many players in our house, but I disagree it cannot be controlled at all.

Blizz made fundamental design mistakes from the beginning, and then chose to delete trade rather than salvage the situation. It doesn't mean AH concept itself is flawed.
Last edited by Echothesis#7320 on Nov 26, 2023, 12:24:09 PM
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Diablo 3 auction was closed for a reason. It was very quickly swarmed with pure traders who pumped prices to the roof.


How do you pump prices on AH?

I played MMOs with looots of players and AH and nobody pumped prices to the roof.

The prices were somehow predictable and corresponding with either droprate / man-hours to obtain item.

So you are pure trader with AH and you do what? Buy every undercut to keep price high?

Won't work, cause a) you do not have infinite "money" b) people will notice and 100 % try to use your predictable behaviour against you c) you do not act 24/7, need to eat, sleep whatever.
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BambulaGTS wrote:

How do you pump prices on AH?


There are two examples:

1. Seller lists the item for 1d
2. Buyer offers 1d
3. Robot offers 2d
4. Buyer offers 3d
5. Robot offers 4d
6. Buyer offers 5d and buys the item or PM to the Seller directly

Buyer bought the item for 5d instead of 1d


1. Seller #1 lists the item for 1d
2. Buyer offers 1d
3. Robot offers 1.1d at the very-very end of the auction
4. Seller #2 lists the item with new price for 2, 3, whatever d

Buyer wasted his time and now sees the item for 2d instead of 1d.

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BambulaGTS wrote:
Won't work, cause

You definetly underestimate the traders in PoE. Compare the SSF and trade league builds. The difference is larger than the size of the Universe.
Last edited by cursorTarget#1174 on Nov 26, 2023, 3:20:09 PM
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Echothesis wrote:
For the sake of common ground, why do you think is currency in poe still worth something in standard if even the less knowledgeable players can farm it? Poe doesn't have millions of players, but still has at least 100k CCU on average I believe. Poe is nearly as old as D3 too.

Poe also has very strong currency sinks all around the game, as well as item sinks to a lesser extent via corruption, recombination, and other forms of irreversible crafting. It is true that I never had that many players in our house, but I disagree it cannot be controlled at all.

Blizz made fundamental design mistakes from the beginning, and then chose to delete trade rather than salvage the situation. It doesn't mean AH concept itself is flawed.


Because nobody really plays standard and the currency has use besides being money. Also currency in standard is kinda worthless. You can even check how many offers there is to sell divines for example, as of writting this there is 7 offers. Inflation is already a thing, AH would speed up this process 1000 fold.

AH has no place in a game where the amount of items genereted with no way of removing them from economy is so huge. D3 also had accound and character bound items, PoE doesnt even have that. The economy would be destroyed after 24h. AH cannot work in a game where the main focus is getting items. It would devalue other means of getting them like drop and crafting. Trading is in direct competition with those 2, make one too easy and you make the other two irrelevant.
Last edited by kuciol#0426 on Nov 26, 2023, 10:04:50 PM
Introducing an instant trade system akin to a traditional auction house raises concerns about potential repercussions on the game's balance. Such a system might necessitate widespread adjustments to drop rates, potentially making loot acquisition primarily reliant on trade rather than in-game drops. This is already a prevalent issue in high-end play, where stringent loot filters, driven by the efficiency of trade, often lead to devalued loot and a diminished sense of accomplishment.

In the event of a full-scale auction house implementation, there's a risk of catastrophic consequences. Developers would likely need to impose arbitrary taxation and restrictions to counterbalance the impact on players who prefer a more traditional loot-focused experience. While trade is an integral part of PoE, the current system allows players to choose whether to engage in it extensively or opt for a more self-sufficient playstyle.

Fortunately, GGG has expressed a commitment to improving the trading experience. The idea of integrating trade sites directly into the game is a positive step towards reducing friction and streamlining the trading process. The challenge lies in finding a balance between accommodating new items for bulk trading and avoiding power creep. The developers are cautious about introducing changes that could inadvertently disrupt the game's delicate balance and are opting for gradual, well-considered improvements to prevent unforeseen consequences. This approach aims to enhance the trading experience without compromising the essence of the game for both seasoned and newer players.

Trade's importance to the game cannot be understated; GGG understands that this game is economy-driven, and they recognize the impact that small changes in values and player population can have on their numbers mid-league. Changing something as substantial as the trade system without experimenting with it in a safe environment would be a recipe for disaster. I reckon they'd be less likely to fail miserably if they did this on a separate game, perhaps other than PoE 1 and PoE 2, where they aren't as financially dependent and financially invested to the deep end of their future, respectively.
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innervation wrote:
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Baharoth15 wrote:
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innervation wrote:
y what would be good or not for the game.

I have between 2x-3x your playtime and I like trade the way it is. Actually that's not true, I wish they'd ban players who use 3rd party TOS-breaking apps so that all players were on a level playing field within their system.

The reason you don't hear from the people who agree with the current system is because GGG has made it pretty damn clear they aren't intent on changes to it, so there's no need for me to waste my time making posts or telling people

'wow isn't this thing great exactly how it is? just wanted to let everyone know that I don't want changes to this thing GGG said they wouldn't change!!'

I'm happy when players like Nidal speak up for the quiet enjoyers so that the 'frictionless trade now' crowd can't lie softly in their echo chamber.


May I ask what exactly you like about it? And i really mean like as in "it's great this way" not like as in "i can't think of a better alternative" or "it is what it is and it's not going to change so just accept it."

I can somewhat understand why people don't want an AH/friction less trade even if i disagree but leaving alternatives aside, i can't think of a single reason why anyone could like the current system. It's unfun, inconvienient and forcefully distracts from what's supposed to be the essence of the game, i.e killing monsters in order to progress.


You can absolutely ask! I go way back to the days of trading via 'forum shop' in PoE and there was something magical about the idea of going to someone's thread and seeing their shop. You'd browse some and leave disappointed, and you'd see others that were way out of your price range (mirror-tier stuff), and sometimes you'd find just the shop you were looking for. I think we like games that mirror real life, in fact I know we do - that's why there is a market for these grindy (think idle/cookie cliker) games. Those games should be just as wearying as our day-to-day grind, but they aren't, because constant progress lets us 'win' at the games unlike IRL where there is no guarantee of winning or constant forward progress.

Spoiler
Although with that said it probably explains why so many players want 'push button get thing' trading as it mirrors the Bezos-teat-suckling good little consumers that they are.


This level of friction made it so that being a trader really was a game within a game. We joke (okay we're half serious) about that now - haha that guy isn't even playing the game, he just sits in his h/o and flips currency all day, making 3% value on each transaction, building up the bank over time. In modern PoE it's no wonder that has a bad reputation as not being fun. It's not fun.

Yet I think forum-shopkeeper time was fun. Why? 2 reasons

1. Because that level of friction creates artificial scarcity. Any kind of scarcity creates value in the face of demand. Trade value is a form of value-add that is perpendicular to the main form of value in this game - the 'lucky drop'. Perpendicular value is great for games because being able to do something off-meta to find success makes for a more rich and varied game experience.

2. Shopkeeping was an occasional thing to do which meant you did it when you felt like it - it wasn't some 'always on' thing that pulled you out of maps.

To expand on point 1. Scarcity. Today you find a well rolled item on the ground and at best dump it in a 2c or a 5c tab if its early enough in the league. When everyone can do it that easily, everyone does it, resulting in rock-bottom prices. In a high friction system, 75% of sellers can't be bothered to sell it, so the seller can charge more.

Kind of like how crafting items is a big value add. In a high friction system, doing the leg work of bringing items to market is a value add and lets you charge prices appropriately. Another scenario...

You find a rare wand with 6 desirable mods called the Throat Goat Imbued Wand. There are 9 other identical wands up for sale. In the current system there's not a lot of wiggle room on how you price the wand. You must price the item lower than the other 9, or you can price it in the middle or higher and hope that demand for the Throat Goat is sufficiently high as to result in the lower priced ones getting bought, leading the next prospective buyer to key in on yours.

Either way, you, the seller, are pretty much out of agency. There's no gameplay here.

In the forum shopkeeper system, your wand is worth more, even if there are 9 identical wands. How is this possible? Because it forced sellers to actually get off their ass and do some work. There was room for salesmanship. Add some graphics and color to your shop post. Work on the layout. Format out different areas of the shop. Run specials and discounts. Keep it updated. That may sound terrible but for the entrepreneur it was great because it rewarded your work as much as your luck. If you were willing to 'grind' at the trade game you would get better results than the same player with the same items in their shop. To me, this is gameplay.

I'm not saying the old forum system should come back, but in my experience, the higher the friction, the more it rewards the work, knowledge, and intelligence of the seller instead of just the pure RNG of finding an item. I would much prefer a system with flavor, texture, and gameplay to one of cold, robotic automation.

To expand much more briefly on point 2 I actually think players might like a higher friction system more than they think in the sense that...how often do you see complaints about 'having to leave your map to trade' and 'no one ever response to my trade PMs'? A high friction system is one that results in fewer, but more valuable trades per day. You'll both be pulled out of maps less, and also have fewer players ignore your PMs because that may be the only sale they make that day - they're not going to let that opportunity go away.


Very nice post!
Heart of Purity

Awarded 'Silverblade' to Talent Competition Winner 2020.
https://www.youtube.com/watch?v=NDFO4E5OKSE
POE 2 is designed primarily for console.

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