This manifesto post is perfect for players who are interested in hearing more about our philosophy as well as reasoning behind trade and the direction of those changes.
Items Matter. Trade is Important.
When we started developing Cheap Path Of Exile items in 2006, we identified several key design pillars. These are fundamental philosophies chosen to guide our design decisions throughout development. One of these was that "items matter". Items are a player's reward for playing Path associated with Exile. They're the primary way of measuring progress in a league. A person with vastly much more in-game wealth offers often played lengthier than someone with a higher level character. Additionally they matter because if a person had better items, then they'd have the ability to build more powerful figures, play harder content material, and be viewed as more potent and more successful within the game. The purchase of items is why people play Action RPGs. Chances are, if you're reading this, you understand why it's important that items matter because your Path of Exile items mean a lot for you as well.
For items to matter, it's important they can be traded to other players. It's important that you may give the item towards the other player, if they were able to convince a person into it. For this reason, next to nothing in Path associated with Exile is bound to your own account. Even in Solo Self-Found mode, which doesn't allow investing, items can be relocated at will in to the regular trading leagues so that you can benefit from their value if desired.
The ability to trade any item is a fundamental part of why people take pleasure in playing Path associated with Exile - if you're lucky, you can find amazing stuff that you can trade for all the items needed to create an entire brand new character build.
Implications of Easy Industry
So given that all of us love trade as well as feel it is critical to Path of Exile's formula, why is there a lot debate around trade in this game? Most of it stems around whether trade should be easy or not. While easy trade sounds great in writing, there are some important factors!
Easy trade decreases the number of times a character improves their items.
People who are greatly engaged in trade perform fewer product upgrades to achieve their final build. They get there in less steps, because they can simply buy items that are close to what they need. Simply put, their character progression is more about trading than it really is about getting items from monsters. All of us believe that it is more fun to slowly as well as iteratively upgrade a character over time and also to have a longer journey to gear a character up. Understanding that a monster might drop something that improves your character is an excellent motivator for actively playing one more level!
Simple trade means decreasing drop rates
Evaluate two hypothetical games. In the first video game, trade is very difficult. The majority of items that can't be used by your character are not traded to other people. In the 2nd game, trade is extremely easy. Many of the items which you can't use are traded to other people for items that you are able to. In the second video game, because of trade, there is a much higher acquisition rate of useful items. While that noises great if you want instant gratification, in reality this means that the second video game either receives decreased drop rates in accordance with the first, or eventually ends up being a whole lot simpler and less challenging to achieve goals in.
Easy trade would make the disparity between different players as well great
Both from the above points are even worse when you consider that the level of engagement with trade varies considerably from player to player. Most players who play Path of Exile in no way trade. Out of the players who do trade, most only make a few trades within a league. The subset of players who regularly trade strongly overlaps with our core reddit and discussion board communities. Chances are, if you're reading this, then if you're one of the top 10% of players when it comes to engagement with advanced systems. The difference in magnitude of investing (and hence product acquisition and progress) between non/low-traders as well as heavy traders is actually gigantic. While a regular player would be fortunate to accumulate a small number of Exalted Orbs within a league, a trader might reach hundreds within the same timeframe. This permits them to fully-gear Shaper-capable characters while the non-trader is still in mid-tier maps or reduced.
The significant variations in character energy and player progression caused by trade has already created a situation where Path Of Exile items for sale is very hard for some players and really simple for others. Some people in no way stand a chance associated with seeing some of the Atlas of Worlds content material, while others can quickly defeat it and are looking for new difficulties. We're tentatively okay with the degree to which this happens currently, but it will be much worse in case trading were made substantially easier.
Simple trade allows for greater abuse by automation
Another topic is actually automation. While all of us work hard to seal of approval out bots as well as abusive behaviour, it might be hard to completely eliminate the damage caused by a couple of trade bots with access to a fast trade system. If they have the ability to search out and buy items without having to talk to an additional player, then there would be some very large-scale economic consequences that would not be good for regular players.
Industry in Path associated with Exile
From the start, all of us knew that Path of Exile required the ability to trade items and that we had to become careful not to make it too easy. There were seen what happened in other Action RPGs when figures could be upgraded trivially. We added trade chat and a safe player-to-player trade screen so that people might negotiate transactions and them without counterparty risk.
With inadequate foresight into exactly how it'd eventually impact trade, we additionally added the ability to link items on the recognized forums. Linking items is a way of displaying other players which you actually own a product, because the system automatically checks that you still have the item in this form and marks it as verified. This system was meant so that players might show off their amazing finds to other players, in a similar way to the in-game item linking program. Because items matter so much in Path of Exile, it had been important that we supplied many ways to show ownership of items. We even designed to allow people to Tweet their items from within the game, though in no way got around to implementing this feature.
Before long, people used item linking to set up shops within the trade forums. This was anticipated, because the goal associated with item linking was to prove possession of items (so that people could know that you still have the item before they make you a good offer). These shops became complicated and people made tools which let users manage their shops as well as post to them efficiently. So far, so good.
Then came the forum-scraping bots. Smart community members worked out that they could automatically get the forum as well as insert all of the items into a database, making an instantly- as well as accurately-searchable index of all items for trade in Path associated with Exile. There was absolutely nothing we could do about this, because it's extremely difficult to stop people gathering information from a public website.
A trade ecosystem evolved where players would search for items on trade websites to quickly find what they need, but would have to by hand contact the user in-game to perform the trade. While this was a lot quicker than before, we grew to simply accept it but were worried about one aspect particularly: To create trade discussion board threads easily, customers would download third-party programs and enter their account details (or at least web session IDs). While these tools as well as their authors in no way took advantage of this particular in an illegal way, it was a potentially dangerous situation for the users and we truly needed an official solution. We made it so that Premium Stash Tabs can expose their contents to trade sites on a public API.
So that is where we are today. It's easy to list items for trade, simple to search for items, and is often quite annoying to complete a trade. This remaining frustration is the only point standing in the way associated with trades being essentially instant. While all of us understand that this sounds like a positive thing, we have been very concerned regarding what will happen in case that does eventuate. We have to prioritise the long-term health associated with Path of Exile.
The Trade Marketplace
The version associated with Path of Exile published by Tencent in Mainland Tiongkok uses the "Trade Market" rather than a program of exposing items via public put tabs and discussion board posts for looking on web pages. This method is also in use on the Xbox One edition of Path associated with Exile - obviously, web page searches as well as textual trade conversations aren't well suited towards the controller input of a console.
On the trade market, we're trying out the opposite end from the trade spectrum, where it's very easy to complete trades but more challenging to find the exact product you're looking for. You can search generally by a specific product class or type, but have to look through a lot of search results to get the one you want to make an offer on. This method intentionally makes the lookup process harder and the trade process simpler, for quite a different trade experience. We're not planning to bring it to the international PERSONAL COMPUTER version of Path of Exile.
The actual Role of Solo Self-Found Mode
Players who don't engage in trade are at a significant progression disadvantage in Path of Exile. However , some people are happy for the video game to take longer to complete and enjoy the challenge which comes from living from the land. Historically, these types of players could decide to play alone, but would receive absolutely no recognition and had no way of proving that they had done so. Anyone could accuse them of having exchanged, invalidating their achievements.
We officially added support for a Solo, Self-Found mode in Content Update 2 . 6. 0 (Breach League). This optional mode allows players to create characters which can't trade or party up. They have separate ladders to show how long they survived in this mode before opting to convert back to regular figures. It's important to note that within this mode, items can be easily relocated back to the regular video game to be traded (albeit not for any benefit in SSF).
While this mode eases the situation for people who purposefully in no way engage in trade, it had been not intended as a precursor to all of us making trade enormously easier in the normal game.
We are changing the "Online API" to show the AFK status of players. This API is currently ingested by community trade sites, so it's easy for them to add functionality to allow users to filter searches in order to online players who are currently available to trade. In addition , players in DND mode are no longer shown as online, because it would be difficult for them to receive any kind of messages sent to all of them.