Why is there no auction house in POE?

Hubris.
They are lazy nothing else.
"
Jgizle wrote:

People don't use "Auction House" to mean an actual "Auction", any popular game with player to player trading call their system an Auction House.

EVE Online and Dota 2 with Counter-Strike is not popular enough to be examples proving your statement is not fully correct? The vocal minority on the reddit or forums calling things what they are not. By this logic should we use the math in completely different way just because someone very vocal (like streamer or game developer) decided to? Like... 2 + 2 = 5 or 10 / 0 = -3?

"
Simply searching "Popular game" + "Auction House" will also prove this.

This is very bad example because I can find the proof of 2 + 2 = 5 using search engine. We can find that Earth is flat, we can find existing aliens with their photos, we can find J. F. Kennedy is alive and never was killed.

Anyway.

As Chris Willson stated in his manifesto very important things:
"

Easy trade means reducing drop rates
Easy trade reduces the number of times a character improves their items.
Easy trade would make the disparity between different players too great
Easy trade allows for greater abuse by automation

At this moment drop rates are balanced around the ugly trade system with everything you hate in its current state. Okay! So trading minority suggests to make it even easier and we have to rebalance drop rates again, right? Keep in mind GGG's interest: they ARE NOT interested in fast item aquisiting and progress. You will leave the game if you progress too fast.

I suggest to remove any drop for ppl using the marketplace or ah completely. You have to choose: play market or play the game. Or making some adjustable RIQ like... for each 1-5d trade player has 30% reduced item quantity without cap. So selling something like Mageblood will remove drop completely from any map or boss.

Well, I think it will be even uglier than it already is. :)

"
If things are done correctly, drop rates are done correctly, there will be no negatives to an instant buy / sell system that requires no player interaction.

Exactly! The drop rates will be nerfed and non-traders will be penalized again. Do you know which thing killed the Harvest? Yes, you're right - the MARKET! People were able to spam with Augs / Reforge 24/7 every day and every week using third party software (TFT Discord) heavily abusing the tasty mechanics. Did you try to use Harvest SSF? I tried, it wasn't abusable because you literally have no access to the ppl selling their Aug/Reforge. It was OK if you play PoE as singleplayer or with the friend in the private league. Thanks to the market, Harvest almost trashed. Now it is balanced around the tradecore.

Suggesting to make trade platform easier with "one-click purchases", everything will be re-adjusted as it already happened to Harvest and Expedition. Tell me, why non / low -traders were penalized? Is it not enough to prove the GGG's logic staying behind that?

The vast of majority people according to Chris Willson words never trade or trade very rarely. Why do you want to force (by nerfing drop rates) these large group of ppl to trade against their will to progress the game?
"

Most players who play Path of Exile never trade. Out of the players who do trade, most only complete a few trades in a league. The subset of players who regularly trade strongly overlaps with our core reddit and forum communities.

Last edited by cursorTarget on Oct 21, 2023, 8:56:42 AM
"


As Chris Willson stated in his manifesto very important things:
"

Easy trade means reducing drop rates
Easy trade reduces the number of times a character improves their items.
Easy trade would make the disparity between different players too great
Easy trade allows for greater abuse by automation





Chris Willson like scarcity and want scarcity. Game economy rely on scarcity by design. I assume it is what is beneficial to POE owners rather than to the players. Less grinding mean less game time, less money spent.

The huge power imbalance and disparity is inherent. It is what is incentivize and permissible so POE loot can be valuable.

Beneficial to GGG and valuable and precious items owners. More harmful and detrimental to other players as far as I can see. Scarcity or power disparity problems can't be solved with "Auction House". It just make those problems more apparent or "Visible".

As I termed it as "Don't fix it, it ain't broken! It is designed that way.



Last edited by awesome999 on Oct 21, 2023, 9:55:18 AM
"
"
Jgizle wrote:

People don't use "Auction House" to mean an actual "Auction", any popular game with player to player trading call their system an Auction House.

EVE Online and Dota 2 with Counter-Strike is not popular enough to be examples proving your statement is not fully correct? The vocal minority on the reddit or forums calling things what they are not. By this logic should we use the math in completely different way just because someone very vocal (like streamer or game developer) decided to? Like... 2 + 2 = 5 or 10 / 0 = -3?

"
Simply searching "Popular game" + "Auction House" will also prove this.

This is very bad example because I can find the proof of 2 + 2 = 5 using search engine. We can find that Earth is flat, we can find existing aliens with their photos, we can find J. F. Kennedy is alive and never was killed.

Anyway.

As Chris Willson stated in his manifesto very important things:
"

Easy trade means reducing drop rates
Easy trade reduces the number of times a character improves their items.
Easy trade would make the disparity between different players too great
Easy trade allows for greater abuse by automation

At this moment drop rates are balanced around the ugly trade system with everything you hate in its current state. Okay! So trading minority suggests to make it even easier and we have to rebalance drop rates again, right? Keep in mind GGG's interest: they ARE NOT interested in fast item aquisiting and progress. You will leave the game if you progress too fast.

I suggest to remove any drop for ppl using the marketplace or ah completely. You have to choose: play market or play the game. Or making some adjustable RIQ like... for each 1-5d trade player has 30% reduced item quantity without cap. So selling something like Mageblood will remove drop completely from any map or boss.

Well, I think it will be even uglier than it already is. :)

"
If things are done correctly, drop rates are done correctly, there will be no negatives to an instant buy / sell system that requires no player interaction.

Exactly! The drop rates will be nerfed and non-traders will be penalized again. Do you know which thing killed the Harvest? Yes, you're right - the MARKET! People were able to spam with Augs / Reforge 24/7 every day and every week using third party software (TFT Discord) heavily abusing the tasty mechanics. Did you try to use Harvest SSF? I tried, it wasn't abusable because you literally have no access to the ppl selling their Aug/Reforge. It was OK if you play PoE as singleplayer or with the friend in the private league. Thanks to the market, Harvest almost trashed. Now it is balanced around the tradecore.

Suggesting to make trade platform easier with "one-click purchases", everything will be re-adjusted as it already happened to Harvest and Expedition. Tell me, why non / low -traders were penalized? Is it not enough to prove the GGG's logic staying behind that?

The vast of majority people according to Chris Willson words never trade or trade very rarely. Why do you want to force (by nerfing drop rates) these large group of ppl to trade against their will to progress the game?
"

Most players who play Path of Exile never trade. Out of the players who do trade, most only complete a few trades in a league. The subset of players who regularly trade strongly overlaps with our core reddit and forum communities.



Lets be real here. You are assuming faster item acquisition = player quits. That is an idiotic assumption, and there is no data to back it up. Plenty of games with the ability to obtain what ever you want if you can afford it are highly successful, and guess what, have multiple times more players than PoE. The big draw of PoE is the ability to play how you want, do what you want, and have fun doing it. Do you know how many more builds would exist, and how many more builds people would play, if acquiring key items didn't depend purely on luck. People play PoE to try different builds, and even make their own. Most people are casual because this process has a high cost.

- Good items are expensive
- Playing the game is the least efficient way to gain currency
- Making a bad build has a high cost, not just in items bought, but time spent playing it, and time spent trying to play something else.
- Making a build requires vast knowledge, and the less you know, the worse your build.
- Respecs are expensive and are easily more expensive than the build you have made so far that has failed.

Better trading doesn't mean heavy drop rate nerfs are mandatory. How does that make any sense? All the 1c uniques will still be 1c with better trading, and a nerf wont change that. Why would they make divines, HH, mageblood, etc more rare just because trading is easier? Just so even less people can afford one? 2 magebloods is already worth a mirror or more, we trying to make them a mirror each? How many players have even seen a mirror worth of currency across their entire lifetime in PoE? Easier trade doesn't mean you sell more stuff mate.

None of this design philosophy actually makes any sense.
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"
awesome999 wrote:
"


As Chris Willson stated in his manifesto very important things:
"

Easy trade means reducing drop rates
Easy trade reduces the number of times a character improves their items.
Easy trade would make the disparity between different players too great
Easy trade allows for greater abuse by automation





Chris Willson like scarcity and want scarcity. Game economy rely on scarcity by design. I assume it is what is beneficial to POE owners rather than to the players. Less grinding mean less game time, less money spent.

The huge power imbalance and disparity is inherent. It is what is incentivize and permissible so POE loot can be valuable.

Beneficial to GGG and valuable and precious items owners. More harmful and detrimental to other players as far as I can see. Scarcity or power disparity problems can't be solved with "Auction House". It just make those problems more apparent or "Visible".

As I termed it as "Don't fix it, it ain't broken! It is designed that way.





But trade is broken, they should fix it. An auction house will only make it less frustrating for players, and make people sell items they listed. No more haggling because it was an old listing, no more random price changes.

It won't help or stop boss, just scams and general good feels.

They don't have to adjust drop rates at all. That's a stupid argument. An ah didn't change the market or the items in it.
Last edited by roundishcap on Oct 21, 2023, 6:26:01 PM
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roundishcap wrote:


But trade is broken, they should fix it. An auction house will only make it less frustrating for players, and make people sell items they listed. No more haggling because it was an old listing, no more random price changes.

It won't help or stop boss, just scams and general good feels.

They don't have to adjust drop rates at all. That's a stupid argument. An ah didn't change the market or the items in it.


Good items being less accessible is what they want. It is beneficial for GGG, I didn't say it was good for players. And Some players probably benefit from such system and prefer it that way.

Precisely why a crap system is good for Certain people. A horse is only valuable because you can't fast travel...
"
Jgizle wrote:
Lets be real here. You are assuming faster item acquisition = player quits. That is an idiotic assumption, and there is no data to back it up.

This is not my assumption but GGG's logic. They have statistical data proving their own words.

High items avialability -> faster progression -> worse league retention rates -> financial losses. Always keep in mind it is F2P game. They don't charge us every season for 20-30$.
"
Jgizle wrote:

Plenty of games with the ability to obtain what ever you want if you can afford it are highly successful

It is correct but most of these games have different bussiness model. You have to buy the game (paying full price) or pay each month / season / year for the subscription or buy something in the game which allows you to progress. PoE is completely FREE. 4 basic stash tabs are enough to defeat all bosses and beat all content.

"
Jgizle wrote:

Better trading doesn't mean heavy drop rate nerfs are mandatory. How does that make any sense?

For example. You need specific Watcher's Eye for your build. Instead of farming Elder / Uber Elder, you just accumulate the currency and BUY the Watcher's Eye dramatically reducing the time to progress. For this reason GGG reduced drop rate of Watcher's and it's not guaranteed after killing the boss. It's balanced around the trade.

Harvest and Expedition are very good examples how they re-balanced the league mechanics after HEAVY abusing it using market mechanisms (including TFT Discord).

Each time players get easy access to something - it will get nerfed. Do you remember what happened whith Omniscience and Ashes drop rate? Same story. Astragali and Mageblood gambling, Metamorph drop (frags were abused), complete rework of Harvest, etc, etc, etc.

Each time some good mechanics comes to the game - it gets bricked by market abusers and GGG nerfs the item / nerfs the drop rate / reworkig or doing something like that (or in combination).

Just look, how HC SSF builds differ from SC trade league. It is very good example how the trade affects on item progression. I don't understand why we need even easier trade with such powerful (I'd say - overpowered) builds. Just why? To experience another iteration of drop rate nerfs?
"
Chris Willson stated[/url] in his manifesto very important things:
"

Easy trade means reducing drop rates
Easy trade reduces the number of times a character improves their items.
Easy trade would make the disparity between different players too great
Easy trade allows for greater abuse by automation


It always amazes me how people keep reciting those "important objectives" and the manifesto they are written in without ever realizing that GGGs solution doesn't even remotely solve any of them.

Reducing drop rates? 99,99 of loot is filtered out already what's there to reduce? Less loot just means better server performance, that would be a plus.

Reduced number of times to improve their items? Making trade powerful AND tiresome accomplishes exactly that. You give people free access to a tool that allows them to jump to the end of progression at once so they are already heavily inclined to use that and THEN you make it a pain in the arse to use to make absolutely sure people will do their best to interact with it as little as possible. Rather saving up currency for the big purchase than wasting their time interacting with trade to buy intermediate solutions

Disparity between players too great? How much greater can it possibly get? Between the newby freaking out about a raw divine drop and the guys who farm multiple mirrors in the rist week by abusing trade? Also consider the age of the manifesto. They might have been fine with the state back then but what about now? It's escalated into absolute absurdity over the years.

Greater abuse of automation? I mean yeah it might get worse with easy trade depending on how it's implemented. But here as well the situation is already a complete dumpsterfire. Most of the stuff that's traded comes from bots, there is already tons of price fixing and trade abuse done by them and we all know that joining another players hideout to conclude a trade isn't doing jackshit to bots who are active 24/7. The ones most hurt by that are human players.

I am very much on board with GGG's list of problems, but those aren't problems of easy trade, they are problems of trade in itself. Making trade annoying isn't solving them at all, it's barely even affecting them. In one case it even makes it worse. It's like a company publishing a wonder drug that can heal any wound or sickness without sideeffects and then make it taste bitter to deter patients from using it.

You know what would actually solve ALL those problems entirely? REMOVE TRADE!
Last edited by Baharoth15 on Oct 22, 2023, 8:54:50 AM
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Jgizle wrote:
"

First off it is NOT Auction House.


People don't use "Auction House" to mean an actual "Auction", any popular game with player to player trading call their system an Auction House. Chris Wilson himself even acknowledges this fact, which is why when it is ever brought up in discussion, he has to specifically state he has no problem with an Actual Auction House, with bidding, and a delayed time to receive an item. Simply searching "Popular game" + "Auction House" will also prove this.

Most MMO's have instant buying and selling of items through a shop of some kind, with no bidding. Albion Online, Elder Scrolls Online, Runescape, just to name a few. In fact Runescapes Grand Exchange proves the system, as I previously mentioned before works perfectly fine, and its been going strong for 16 years straight. If you think Poe.Ninja data is anything, you haven't seen RS Grand Exchange data.

Spoiler
https://secure.runescape.com/m=itemdb_rs/


If things are done correctly, drop rates are done correctly, there will be no negatives to an instant buy / sell system that requires no player interaction. The reason the Auction House was removed from D3 had nothing to do with the RMAH (real money auction house) aspect of it, and everything to do with how quickly items were able to be obtained in the course of some ones playthrough. This is the same issue that Chris Wilson brings up for not improving trade, pretty much in any aspect at all. However really it is just a cover up to prevent them from having to do a lot of extra work in regards to drop rates, and item weights on modifiers.

Currently the way drop rates work is based on historical data, and expectations of player number count at the start of a new league. GGG makes a projection of how many players they expect to be playing the league, and drop rates are adjusted to account for that many players so that the economy doesn't get flooded with too many T2 and T1 items that players want. Some leagues they set the numbers too high, and thus way too many items are generated and circulated, while others the numbers are set too low. Then depending on the league, sometimes the league mechanic itself messes with things so much, that way more items than expected are being generated. This happened in sentinel for example, while in say Archnemesis the numbers were set too low, because rares could theoretically drop like 30 divines every 20-40 maps if you hit the jackpot.

In runescape however the drop tables are very fine tuned. You can only get things from specific enemies, at specific locations, or in many cases from 1 single activity or location. The highly sought after items for leveling skills, are also easy to make in bulk, buy in bulk, and sell in bulk. You can automatically set buy and sell orders, which automatically get filled over time. The economy is designed so people can buy now, wait till things get cheaper, or risk waiting till things get more expensive because a large portion of the player base are buying the same things. People have the option to sell low, in order to sell quickly, sell at the average price, if their not in a rush, or sell over priced, if they are predicting a price increase due to future content, or player progression.

GGG can do this. They literally have all the data on what we buy the most on a daily basis, what we are trying to sell the most often, and where those things come from. One major problem is GGG diluting the loot pool, filling it with junk no one wants, and GGG removing deterministic farming. There is nothing wrong with deterministic farming. RPG's do it, MMO's do it, anything with loot does it. The mod pool is already diluted enough, some combinations could literally take millions of attempts to get lucky and obtain. The regular loot pool is diluted with useless uniques, useless divination cards, and a ton of loot not even applicable to your class or build.

If GGG does things the correct way, all issues of trading could be fixed for the most part.


This is the truth. The issue with D3 was never the AH, or the RMAH. The issue was the messed up itemization that basically forced the player to use it. If it had been used to shore up a slot or two, rather than buying an entire set of gear that let players survive Act II Inferno when you got to the desert, there wouldn't have been any issue.
Last edited by jdp29 on Oct 22, 2023, 1:50:06 PM

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