Guild Team Play Style
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Group-SSF Guilds: A Solution to Public Trade Friction Using Guild-Level Economy TagsOverviewMany players prefer a "solo-ish" group playstyle with small circles of friends or family. However, the current trade system encourages optimal play via a hyper-efficient public market, while completely isolating players who opt for Solo Self-Found (SSF). We suggest an optional, self-contained Guild infrastructure that enables free internal trading without impacting the global trade economy.Core Mechanics1. Faction Status Tied to the Guild EntityWhen creating a Guild, the Guild Master can check a box to activate "Restricted Group Self-Found" mode.The Benefit: All accounts within this guild receive a passive item drop and quality buff (similar to standard SSF or Last Epoch’s Circle of Fortune).The Rule: Free, unrestricted item sharing and trading are enabled strictly within the Guild Stash and between active members.2. The Hard-Capped, Permanent Membership ModelTo completely eliminate commercial exploits, real-money trading (RMT), and market flipping, membership must be strictly finite.The Cap: A hard limit of 5 members max per Restricted Guild.The Lock: Joining a Restricted Guild is a permanent choice for that league cycle. A player cannot simply jump between guilds to harvest items.3. The "Leaving" Quarantine Protocol (Client-Side Instancing)If a player chooses to leave the Restricted Guild, the server protects the global economy by checking a single flag status:The Tag: All items currently held in that player's inventory, stash, and character gear slots are permanently stamped with a [Quarantined] tag.The Restriction: These items can never be listed on the public trade API, nor can they be picked up by players outside the original guild.4. Solving the Inventory Crisis via Invisible DropsTo prevent account-bound inventory clutter (a major point of friction in competing ARPGs), quarantined items remain physically droppable.If a player drops a quarantined item in a public zone or town to clear inventory space, the server utilizes existing loot-filter architecture to apply a Do not render instruction to all surrounding players.The item drops normally for the user but remains completely invisible and unclickable to the rest of the server instance, naturally despawning after a standard timer.Why This Fits GGG's Design PhilosophyZero Trade API Overhead: Because these items are completely blocked from public listing, it reduces stress on the web trade servers.Protects the Core Economy: Bots cannot exploit this system. An account cannot join a guild, take items to sell publicly, and leave, because the moment they hit "Leave Guild," their entire inventory becomes permanently unsellable.Honors the Journey: It preserves GGG's vision of organic, item-driven progression while letting family and friend groups experience the campaign and endgame together without corporate market interference.
Last bumped on May 27, 2026, 7:42:52 AM
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Well, I mean, we have group self found stuff with private leagues exactly for this reason. You just gotta pay for the extra server space you are requiring to run on GGG servers.
One reason I campaigned for guild hideout was this reason but it did not turn out to be a quite community/guild gathering grounds I imagined. Anyway it is fine, at least we have that. But poe is mostly a solo game unless you have really close friends that you play with regularly. But, I see what you are suggesting and I am with GGG on this one, if you want your own group ssf space you gotta pay for it. Trust your mind and strengthen your abilities!
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