0 comments about improving trade in a trade centric game.Love or hate PoE / PoE 2 - (btw I enjoy PoE, but PoE2 needs a lot of work), they have trade figured out. There is a trade website where you can input the exact stats on items you are looking for, and now also an ingame trade system where you can do the exact same thing, and directly buy the item from the player's stash.Diablo 4 needs this badly.Also, lift all trade restrictions. Let us augment gear, temper it, masterwork it, enchant it, etc. Let us do all that and keep the items freely tradable.With the addition of SSF, there is no reason to not lift the trade restrictions and make a much better trade system.
One thing about Diablo is that the game diversified with the second installment of the game. The initial release was meant totally as a solo play game, as in there was no way to bring other players into the game.Diablo 2 then had a networking LAN style connection where players could actually play together, and eventually this lead into internet connections towards the end of that version, but I believe it was a maximum of 8 people only per instance and with Battle.net being the glue that held them together, a leader had to invite the others, up to 7 players, into the hub for them to see and work together. There were limitations and people were fine at that time as many still pushed Diablo as a solo play style game only.With D3 and on, networking and Battle.net protocols became more robust, internet traffic increased and as well hardware went from 10 Mb/s to 100 and eventually we seen 1 Gb/s NIC cards for our motherboards.Today, we have as much as 10 Gb/s ports on high-end modems and I love my 2.5 Gb/s router/modem and motherboard as I see a huge increase in speed.My point here is that with the evolution of hardware has come the ability to play games as a community instead of as a solo exploration of enjoyment. I get it that many people throughout the world like to do things with their friends, who they go to school with, work with, and who they meet in life that share similar values and so they are happy to be friends doing things online together as well as in real world situations.Not everyone wants to do this though and this is where the differences in playing a game that has transformed into a battlefield of trading and paying behind the scenes for gear has come to the attention of not just the community playing it, but the game's owners too.Trade may give "YOU," the I don't give a damn about anyone else but my own happiness players to get ahead of everyone and be the top dog, king of the hill, tyrant of terror on the game's frontline leaderboard. This is all well and good for some players out there who don't give a hoot at the end of the day because they got what they wanted even if it cost them $100, $500, $1,000 as they have more money than brain cells.It does hurt those who play by the rules, and still see the game as an expression of solo play that it was originally offered as. I'm in that boat, I don't want "YOUR" help, I feel that many players who still stick it out in this game are riding that wave as well. Only Blizzard can see who engages with others to play together, and I doubt that they will ever release these statistics publicly as it would have a multitude of effets on the overall community.We can all see that people will do underhanded things to get ahead in anything they do as they don't want to work hard at getting there on their own efforts. Greed is a powerful motivator as is ego and obviously adoration from the attention one gets playing at something that lets you win time and again for your peers to see and comment on. Good for you, whatever.------With regards to the RNG in the game and the opportunities for seasonal abilities to trickle down into the core game functions, I do not believe that would be beneficial overall as then as pointed out, it causes so many issues that break the game every 3 months. One thing that is really annoying is that theory crafters continually make meta builds focusing on using different gear almost every season that hits the playing field. These are the breaking points as it is a continual gear grind and with Blizzard actually recognizing that loot filtering is something that should be addressed, sooner rather than later, well, I am shocked to hear that someone finally figured that out.Loot is our bread and butter no matter if you play seasonal or eternal, without good gear we are dead in higher difficulties and more so we waste our lives button mashing for dozens of hours just for one good drop that usually gets bricked and then sworn at vehemently for many minutes before salvaging it and logging off the game for a few days, cursing idiots all over the place at RNG bad luck. When you have a dagger and off hand equipped as an example, why the hell do you continually get staves? maces? Swords? and an off-and focus that ALWAYS has maximum, life and lucky hit to get back life? When you have maxed out resistance and armor, how come almost every greater affix on a piece of looted gear is resistance? or Maximum life again? this is why 99.99% of gear is salvaged or sold as it is useless and players walk away for days with a defeatist style game.Give us loot filtering and also let us set things like our primary choices on affixes, if all I use is a focus and a sword or a dagger, or a wand, I NEVER want to see a Staff ever again. If this means when loot drops that instead of getting 6 pieces as they would all have been staves, and nothing actually drops, well, it is better to turn them into the mats for crafting then instead on the ground.At the end of the day, the company will do what it sees as its best seller, not what we the community wants as the expression goes "Money talks, bull#@$! walks". I am not holding my breath anymore for D4, it is a nice distraction but no longer a place to spend time on when there are planty of other distractions to enjoy in life.