Trade Market Is hot garbage

Can we please get an auction house. Sitting there opening a website to whisper someone to make a sale who then immediately delist and reposts the item for a higher price over and over again is F@#$%ing Stupid!

Wasting peoples time is not condusive to making players happy in the long run.

I'd would even settle for a Warframe version of a market that's tied to the character.

Anything but this garbage!
Last bumped on Apr 17, 2025, 5:27:12 PM
The friction in PoE’s trading system is there by design—and it’s necessary.
A fully automated auction house would drastically shift the economy, encouraging aggressive flipping, bot abuse, and devaluing the effort it takes to find or sell meaningful items.

PoE1 has operated successfully without an auction house for over a decade, and that’s not by accident. GGG understands that ease of trade directly affects item value, player progression, and the longevity of the economy.

It’s not about making trade as fast or effortless as possible, it’s about maintaining balance in a loot based game where scarcity and effort matter.

By all meaning, the current system isn’t perfect, but it serves a clear purpose, and it works as intended.
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
They know the trade system sucks, they don't have a clear vision on how to fix it. Remember there is no guarantee that the currency exchange despite being one the better things about settlers.

There are few good reasons that an Auction house can't be implemented. If trade is bad for player progression then GGG should just remove it or make it more restrictive, but if it is to exist at all, it should feel good to use. Items just don't have any inherent value that is added by trade. An item being tradable doesn't really change it in a meaningful way other then it helps GGG sell stash tabs to help people list and store them.

The current Trade and Drop system sucks, and they push players to care about currency per hour/ per map instead of playing a fun or novel build. The bad feeling of a build being incomplete or being unable to switch to an upgrade isn't offset by the dopamine of finding an upgrade or a build enabling item, in my opinion. Players eventually stop playing when they feel the loot arpg just doesn't give them anything, both by getting literally perfect items, and not finding anything useful over a long period of time.

The extreme rarity on staple gear let alone good gear makes people not want to play SSF or hardcore where characters are destroyed on death.

I am happy for them to leave it as is considering to amount of dev talk about the troubles in POE2 regarding itemization, loot, player power, and trade. It could always be worse.
First Time?

lol
Theamazonbasin
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The bad feeling of a build being incomplete or being unable to switch to an upgrade isn't offset by the dopamine of finding an upgrade or a build enabling item, in my opinion.




No one "finds" an upgrade off the ground in POE1 or POE2 endgame.

"


Players eventually stop playing when they feel the loot arpg just doesn't give them anything, both by getting literally perfect items, and not finding anything useful over a long period of time.



No one "finds" perfect items off the ground or anything approaching perfect. Having something "useable" even with the crafting bench is a miracle in itself.

"


I am happy for them to leave it as is considering to amount of dev talk about the troubles in POE2 regarding itemization, loot, player power, and trade. It could always be worse.


There's already a functioning developed POE1 auction house in the asian/chinese client version. The rationale for not being released here makes as much sense as telling us it's still a good idea to manually use ID scrolls in 2025.
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There's already a functioning developed POE1 auction house in the asian/chinese client version. The rationale for not being released here makes as much sense as telling us it's still a good idea to manually use ID scrolls in 2025.


It's important to understand that the design choices in Path of Exile are made with the intention of preserving the core experience of the game, which includes the thrill of discovery, the challenge of evaluating items, and the satisfaction of mastering its systems.

Unidentified items exist in part to prevent players from automatically highlighting valuable items right off the ground. In a game that revolves around trade and item based progression, there's often still value hidden in rares that need that a finishing touch, whether it's through using a Conqueror's Exalt, bench crafting, Eldritch currency, recomb, or a reforge to give the item a profitable boost.
You could also find a solid influenced base that's ready to sell, or even throw a Awakeners at it to roll a desired and valuable elevated mod.

Sure, ground loot won't ever be close to the perfect min-maxed items, but that's mostly due to the nature of various crafting methods existing to add further player power, stats that simply do not exist without crafting. Nonetheless, useful base items do exist via ground loot.

As for the Chinese version and the auction house, that’s an entirely different situation with a distinct playerbase, and a publisher with a completely different vision for the game.

While their version may offer neat cosmetics, much of the game’s depth and complexity is lost in the pursuit of a more streamlined, monetized experience.
It’s more style than substance and doesn't necessarily align with the foundational aspects of Path of Exile. Fortunately, GGG knows better and continues to offer a version of the game that is designed for long term sustainability and depth, focusing on player agency rather than shortcuts that might hurt the game in the long run.

Ultimately, the vision for Path of Exile is about more than just convenience, it's about immersion, discovery, and having systems in place that reward player engagement, and doesn't automate the shit out of everything, making the game feel like a mobile auto scroller.
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
"
The friction in PoE’s trading system is there by design—and it’s necessary.
A fully automated auction house would drastically shift the economy, encouraging aggressive flipping, bot abuse, and devaluing the effort it takes to find or sell meaningful items.

PoE1 has operated successfully without an auction house for over a decade, and that’s not by accident. GGG understands that ease of trade directly affects item value, player progression, and the longevity of the economy.

It’s not about making trade as fast or effortless as possible, it’s about maintaining balance in a loot based game where scarcity and effort matter.

By all meaning, the current system isn’t perfect, but it serves a clear purpose, and it works as intended.


finally someone that gets it, auction house this auction house that, I cant hear it anymore

IF THERE WERE AN AUCTION HOUSE AND EVERY ITEM IN THE ECONOMY IS AVAILABLE ANYTIME YOU WOULDN'T SELL ANYTHING ANYMORE EXCEPT HIGH-TIER ITEMS
"


It's important to understand that the design choices in Path of Exile are made with the intention of preserving the core experience of the game, which includes the thrill of discovery, the challenge of evaluating items, and the satisfaction of mastering its systems.


Every rare item that drops is garbage. Tell me what "thrill" there is in additional manual identifying steps to reach this "discovery" ?

"


Unidentified items exist in part to prevent players from automatically highlighting valuable items right off the ground. In a game that revolves around trade and item based progression, there's often still value hidden in rares that need that a finishing touch, whether it's through using a Conqueror's Exalt, bench crafting, Eldritch currency, recomb, or a reforge to give the item a profitable boost.



There is no "finishing touch" or modification that can save 99.999999999%+ of loot that drops in endgame POE1 and POE2, including the mountain of laughably bad unique items with level requirements of 60-70+.

"


You could also find a solid influenced base that's ready to sell, or even throw a Awakeners at it to roll a desired and valuable elevated mod.



I want to find good wearable upgrades OFF THE GROUND (like in every other ARPG including D2), not their "base" versions. If that is the goal of both games, why is there even this theater of item rarity and different drops of item rarity? So the dopamine receptors in my brain are fooled into thinking that the game is actually rewarding me with something?

"


Sure, ground loot won't ever be close to the perfect min-maxed items, but that's mostly due to the nature of various crafting methods existing to add further player power, stats that simply do not exist without crafting. Nonetheless, useful base items do exist via ground loot.



Buddy, the ground loot situation in both POE1 and POE2 endgame is at the direct opposite of "perfect" in the spectrum of gameplay reward loops and player power. You're talking like we're 80-90% of "the goal". It's more like 3%.

"


As for the Chinese version and the auction house, that’s an entirely different situation with a distinct playerbase, and a publisher with a completely different vision for the game.



Yes, that publisher has the correct "vision", in which you don't torture players with a million extra steps while simultaneously trying to fool them that these steps are "meaningful" and "rewarding". Can the overlords at GGG share this "vision" and enter the 21st century of game design?

"


While their version may offer neat cosmetics, much of the game’s depth and complexity is lost in the pursuit of a more streamlined, monetized experience.
It’s more style than substance and doesn't necessarily align with the foundational aspects of Path of Exile. Fortunately, GGG knows better and continues to offer a version of the game that is designed for long term sustainability and depth, focusing on player agency rather than shortcuts that might hurt the game in the long run.



Depth? Manually identifying a million rare items is "depth"? Manually moving stacks around AND splitting them AND organizing them is "depth"?

"Long-term sustainability"? For who? The diehard streamers who wouldn't know self control against their raging addiction if came out of their monitor and punched them in the face.

"


Ultimately, the vision for Path of Exile is about more than just convenience, it's about immersion, discovery, and having systems in place that reward player engagement, and doesn't automate the shit out of everything, making the game feel like a mobile auto scroller.


There is nothing "immersive", nothing "thrilling", nothing "exciting" in all these extra steps IN WHICH YOU ALREADY KNOW THE OUTCOMES ARE TERRIBLE.

Yes, GGG definitely has the right vision. I look forward to their future vision of a deserted playerbase in both games.

We can then prepare an entry in an encyclopedia with descriptions of "extreme hubris and delusion".
Last edited by mnieradko#6070 on Apr 17, 2025, 5:29:16 PM

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