Before I begin, I would like to bring you to important points that I wanted to bring here.
PART 1 : My observations so far
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Specifically the point about focusing on the economy to keep people playing the games. I never play realm myself, so if any feature I said is already available in the game or not, pardon my ignorance.
1. Resource gathering for different tier of player
One of the benefit of the season is that they able to reset the economy every 3 months, allowing everyone starting from fresh start. Each player will have their own goals to reach, especially now the game have many way of making currencies. Sure there are super duper rare item in the game, but PoE are benefit from having bigger player base while medianxl is seem much smaller, but that doesnt mean you should make the game is only rewarding for people who played for very long hours only. So the different tier of player, much be able to farm specific type of currencies that would be benefit different type of tier of player accordingly.
Example I would love to use is the way how currency works in PoE. The benefit the game is that every item have its purpose even if when you reach in the ultra late game. When I played medianxl, I dont remember anything similar aside from signets or shrine, which became utterly useless once you reach your BiS gears. Remembers how hard to gather full set of gears in medianXL? The moment you get fullset yourself, generally they became too weak for high end gameplay. While I understand developer might dont want to buff them since it will became stagnant like diablo 3, I feel there are option of additional crafting can be added like lower level requirement as well as set-only cube recipe.
2. Moneysink & item removal
One thing I liked about PoE new sentinel league is ability to turn boring rare into some usable high end gears. While this might no feasible in current d2 engine, I dont understand why magic & rare have became utterless worthless in medianXL compared to some high runewords or sacred unique, at least that how i remember. I dont have idea to make rare be viable endgame, other than rare-only cube recipe.
As for moneysink, just like any MMORPG economy, there will be time when cumulated resource that everyone farming will overrun the supply of the market, I dunno if there is way to destroy existing item, but I assume the corruption recipe that added recently was aimed to do that. I could even go extreme and make recipe brick items if necessary. You still have make sure player able to progress gradually though, because nobody like item they farm for weeks, only to go poof with 1 brick.
3. Trading smoothness
One of the thing I learnt about PoE is how smooth / easy to trade once you have alot of players in the playerbase. Sure, ggg made a powerful listing tools with trade API, but i personally would be happy if there is a easy way to automate gear in the game. Sure i know there trade center which use TG for player to bid item listed.
Actually my personal concern is, as someone started from scratch with no TG, how do I even involved with trading in the game? I know trade center is taking TG as fee whenever you listing item. Anyway, the point I wanted to make is that, the overlay tools I use PoE is so easy that I able to whisper the seller invidually, do trade manually, then move to our own way. All done in just 10 seconds.
4. Server longevity
PoE itself also have issue with server longevity especially if the game have bad core mechanic, but as long as they things to do in the game, i think people will keep playing the game. From what i read marco wrote, the developer team tried to find strike balance between casual newer vs veteran expert player to keep server longevity. While the goal is pretty straight forward, i think it is pretty tough considering how hard for small team to add new content every seasons to entice people playing for whole season.
Actually, when I finally to start trading in PoE about 1 month in since server started, I found it is more interesting. There are more cheap items to buy on the market, as well as i still able to sell my stuff because there are several "evergreen" item that always on demand in the game (example with boss fragments & invitations). In medianXL however, the way i see is that when someone at the top able to do all contents, they will be super effective on farming limited stuff, getting ahead on the curves.
5. Build diversity
One of the complaint i read in many thread sprung up recently is inability for certain build unable to complete high end stuff either because of weak skill mechanic (d2 limitation) or simple it required way more investment. Build switching is nothing new in median, there were many ubers in the past median that required you to switch build to get uber charms & upgrades.
Personally I think the answer is lie in the relic, which is ultra rare endgame stuff that would allow user to add more power level to their build. Personally I never reach this level, but I did have fun with several oskill, both low level and high level stuff although Im not sure about viable they are in current median level.
1. Resource gathering for different tier of player
One of the benefit of the season is that they able to reset the economy every 3 months, allowing everyone starting from fresh start. Each player will have their own goals to reach, especially now the game have many way of making currencies. Sure there are super duper rare item in the game, but PoE are benefit from having bigger player base while medianxl is seem much smaller, but that doesnt mean you should make the game is only rewarding for people who played for very long hours only. So the different tier of player, much be able to farm specific type of currencies that would be benefit different type of tier of player accordingly.
Example I would love to use is the way how currency works in PoE. The benefit the game is that every item have its purpose even if when you reach in the ultra late game. When I played medianxl, I dont remember anything similar aside from signets or shrine, which became utterly useless once you reach your BiS gears. Remembers how hard to gather full set of gears in medianXL? The moment you get fullset yourself, generally they became too weak for high end gameplay. While I understand developer might dont want to buff them since it will became stagnant like diablo 3, I feel there are option of additional crafting can be added like lower level requirement as well as set-only cube recipe.
2. Moneysink & item removal
One thing I liked about PoE new sentinel league is ability to turn boring rare into some usable high end gears. While this might no feasible in current d2 engine, I dont understand why magic & rare have became utterless worthless in medianXL compared to some high runewords or sacred unique, at least that how i remember. I dont have idea to make rare be viable endgame, other than rare-only cube recipe.
As for moneysink, just like any MMORPG economy, there will be time when cumulated resource that everyone farming will overrun the supply of the market, I dunno if there is way to destroy existing item, but I assume the corruption recipe that added recently was aimed to do that. I could even go extreme and make recipe brick items if necessary. You still have make sure player able to progress gradually though, because nobody like item they farm for weeks, only to go poof with 1 brick.
3. Trading smoothness
One of the thing I learnt about PoE is how smooth / easy to trade once you have alot of players in the playerbase. Sure, ggg made a powerful listing tools with trade API, but i personally would be happy if there is a easy way to automate gear in the game. Sure i know there trade center which use TG for player to bid item listed.
Actually my personal concern is, as someone started from scratch with no TG, how do I even involved with trading in the game? I know trade center is taking TG as fee whenever you listing item. Anyway, the point I wanted to make is that, the overlay tools I use PoE is so easy that I able to whisper the seller invidually, do trade manually, then move to our own way. All done in just 10 seconds.
4. Server longevity
PoE itself also have issue with server longevity especially if the game have bad core mechanic, but as long as they things to do in the game, i think people will keep playing the game. From what i read marco wrote, the developer team tried to find strike balance between casual newer vs veteran expert player to keep server longevity. While the goal is pretty straight forward, i think it is pretty tough considering how hard for small team to add new content every seasons to entice people playing for whole season.
Actually, when I finally to start trading in PoE about 1 month in since server started, I found it is more interesting. There are more cheap items to buy on the market, as well as i still able to sell my stuff because there are several "evergreen" item that always on demand in the game (example with boss fragments & invitations). In medianXL however, the way i see is that when someone at the top able to do all contents, they will be super effective on farming limited stuff, getting ahead on the curves.
5. Build diversity
One of the complaint i read in many thread sprung up recently is inability for certain build unable to complete high end stuff either because of weak skill mechanic (d2 limitation) or simple it required way more investment. Build switching is nothing new in median, there were many ubers in the past median that required you to switch build to get uber charms & upgrades.
Personally I think the answer is lie in the relic, which is ultra rare endgame stuff that would allow user to add more power level to their build. Personally I never reach this level, but I did have fun with several oskill, both low level and high level stuff although Im not sure about viable they are in current median level.
PART 2 : My personal hot takes
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This will be part Im saying what on my mind that could be seen as ignorant or people who simply out of touch for not involving with realm play at all. I would based on my observation & my experience playing PoE recently for this
1. Is TG good for economy?
I aware the necessity for TG in the first place. Running servers required money, so based on donation people done throughout the years, the server can be kept running for all players to enjoy. It is kinda some sort of middle ground between ingame currency as well as RMT where you can cumulate overtime to use various forum service.
My question is more toward what stop people from hoarding TG? What stop gap so that every one start fresh from the server start? Again, I dont understand how economy works on realm, considering current PoE have one biggest hoarding situation in current league (recombinator wont become core, effectively making them new version of eternal orb), are we sure it wont ruin future MXL seasons?
2. Is it fun to keep multiple mules?
One of the benefit from playing PoE is that you can buy endless amount of stash for them hoarding, making items availability on server abundant throughout the season. I know this is limitation with old d2 engine, but Im sure we could find a way to make it workable in some other method, perhaps via on server backend outside of the games
If you use kambala tools, you will know how the system works. Item are stored elsewhere and you keep track of it on the app. Again, I dont know if the multiple shared stash is already added to the game or not, but that one my main reason i play SP specifically to hoard. I cant imagine how many mules I would need if i wanted to do that.
3. Rare big drop or multiple small gradual drops?
Remember about what I meant currency being super useful throughout the games for all players in the games? I personally think medianXL have several of both aspect in the games, but there are still time that I feel wasted because medianxl a game is that so easy to get decent gear without relying on RNG on the gears itself. Shrine crafting is the main answer, but i feel it was too rely on RNG without deterministic way to gradually improve it aside from using MO.
What i mean is, once you get SSSU you wanted, you pretty much settle and dont need for any gears. Then again, this my experience from before developer added corruption recipe mechanic to the games. I remember the era where you can tune you runewords super high with powerful jewels setup as well as getting superior beforehand.
4. Realm sound like solo game with extra steps
Ok, this is pretty one of the reason that I dont think I can enjoy realm. Mostly because the way d2 engine works, it required creating new world everytimes the level is exhausted. There is no reason to farm multiple players since it would be to tedious if you targeting farming specific ubers or bosses. In PoE, people generally play solo, but there is economy in ultra endgame or completing service for other players.
I could imagine some boss could be trvivialize if you setup multiple group of dedicated people, but i think the goals should be to reward party play as it could make the realm play more fun. One the thing I did is that I shared rare drop for challenges for my guildmates, effectively helping people in multiplayer games.
1. Is TG good for economy?
I aware the necessity for TG in the first place. Running servers required money, so based on donation people done throughout the years, the server can be kept running for all players to enjoy. It is kinda some sort of middle ground between ingame currency as well as RMT where you can cumulate overtime to use various forum service.
My question is more toward what stop people from hoarding TG? What stop gap so that every one start fresh from the server start? Again, I dont understand how economy works on realm, considering current PoE have one biggest hoarding situation in current league (recombinator wont become core, effectively making them new version of eternal orb), are we sure it wont ruin future MXL seasons?
2. Is it fun to keep multiple mules?
One of the benefit from playing PoE is that you can buy endless amount of stash for them hoarding, making items availability on server abundant throughout the season. I know this is limitation with old d2 engine, but Im sure we could find a way to make it workable in some other method, perhaps via on server backend outside of the games
If you use kambala tools, you will know how the system works. Item are stored elsewhere and you keep track of it on the app. Again, I dont know if the multiple shared stash is already added to the game or not, but that one my main reason i play SP specifically to hoard. I cant imagine how many mules I would need if i wanted to do that.
3. Rare big drop or multiple small gradual drops?
Remember about what I meant currency being super useful throughout the games for all players in the games? I personally think medianXL have several of both aspect in the games, but there are still time that I feel wasted because medianxl a game is that so easy to get decent gear without relying on RNG on the gears itself. Shrine crafting is the main answer, but i feel it was too rely on RNG without deterministic way to gradually improve it aside from using MO.
What i mean is, once you get SSSU you wanted, you pretty much settle and dont need for any gears. Then again, this my experience from before developer added corruption recipe mechanic to the games. I remember the era where you can tune you runewords super high with powerful jewels setup as well as getting superior beforehand.
4. Realm sound like solo game with extra steps
Ok, this is pretty one of the reason that I dont think I can enjoy realm. Mostly because the way d2 engine works, it required creating new world everytimes the level is exhausted. There is no reason to farm multiple players since it would be to tedious if you targeting farming specific ubers or bosses. In PoE, people generally play solo, but there is economy in ultra endgame or completing service for other players.
I could imagine some boss could be trvivialize if you setup multiple group of dedicated people, but i think the goals should be to reward party play as it could make the realm play more fun. One the thing I did is that I shared rare drop for challenges for my guildmates, effectively helping people in multiplayer games.
PART 3 : My bombastic suggestions
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Ok, here come my ideas which probably cant be done or already be done. I worked with API & database in my real life recently I can understand it is quite tricky to come out with solutions to all problems current d2 engine / mxl have.
1. Backend way to store / restore items
I dont know how server communicated with trading auction result, from i read is that the item is being stored inside mule character that you system can pass around to another player. I have no idea how the stuff is being done Im not sure my idea is possible. The idea is ability to store / create item outside of the game.
Why? The idea here to take item from the game away into some sort of storage on the backend, which then you can be use to list on auction house / trade center. While I understand the developer trying to remove TG from the economy for every trade, I personally feel if there is much more fair / cheaper way like "cost xx TG to per item list in this system". The system much be more convenient, and if there is any buyer, the transaction would be done automatically & item delivered to the buyer.
2. Ability price check / watching graph of each individual items
One of the reason I hoard stuff is that because I never know how useful specific item to my potential build unless there way for me to price check it. Personally I wouldnt know what is item worth unless I play the game long enough or unless I know what is the current meta. Some people could have fun time speculating / sniping big items as well.
Combined with my suggestion previously, wouldnt it be nice to able buy item with TG without any downtime? I know this is sound weird, but i assume medianxl will have population issue toward the end, making harder to get gear around that time. There specific product dont have demand, then it will be come cheaper to buy those item (this item is created from thin air, as opposed from other players)
3. Challenges & ability to obtain TG
Ok, this is the tricky part, but I wanted to say that challenges in current sentinel league on PoE what made me able to play whole 2 months. Surely the pro player able to tackle it quickly, you cant deny it can be a goals for certain type of players like me. However the issue would be depend if whist able to implement some of trackers of event done in the game. I would leave the ideas to other people.
Main reason for this challenges for casual players to start getting some rewards. I dunno what to call it, but it is like those premium currency you found in the mobile games. This sound bad, but how I can learn using TG if i never got it in the first places? Again, I assume you still can get TG via manual trading by selling stuff on forum, which is super clunky IMO.
4. Limited time event throughout the season
Ok, this one i took from various mobile games on the market and might required some tweaking on how server is being runs. The first option is to make some sort of global modifier store on the server side, which have variable from droprate or monster difficulty. Who knows maybe we could make weekly event to keep player base alive.
Alternative PoE also have limited event running like current gauntlet which have tougher challenges & real item rewards, but I doubt it is would be possible to run 2 concurrent server on realm that way. Most of the challenges in the past also have been based on trust aka picture / video with servertime which alienate casual player even more.
5. Add rare chase item drop in all content
Ok here me out. I got super lucky in PoE because I got unexpected item in various different content throughout the game. Now since item drop from all content, it is made much more reward to randomly stumbled upon big item instead of forcing player to farm specific area for it. To be specifically are those SSSU which currently limited place they can drop, since they are gated behind certain items level.
Alternative runes was supposed to be answer for rare drops, but I have problem in the past because I cant gear from that single drop. I need to get extreme lucky and get all component for those endgame runewords. I think relic also now powerful as it can change the build, but I havent play with new one so i cant say anything. The point is, dont me only farm fauzt / scosglen only 24/7.
1. Backend way to store / restore items
I dont know how server communicated with trading auction result, from i read is that the item is being stored inside mule character that you system can pass around to another player. I have no idea how the stuff is being done Im not sure my idea is possible. The idea is ability to store / create item outside of the game.
Why? The idea here to take item from the game away into some sort of storage on the backend, which then you can be use to list on auction house / trade center. While I understand the developer trying to remove TG from the economy for every trade, I personally feel if there is much more fair / cheaper way like "cost xx TG to per item list in this system". The system much be more convenient, and if there is any buyer, the transaction would be done automatically & item delivered to the buyer.
2. Ability price check / watching graph of each individual items
One of the reason I hoard stuff is that because I never know how useful specific item to my potential build unless there way for me to price check it. Personally I wouldnt know what is item worth unless I play the game long enough or unless I know what is the current meta. Some people could have fun time speculating / sniping big items as well.
Combined with my suggestion previously, wouldnt it be nice to able buy item with TG without any downtime? I know this is sound weird, but i assume medianxl will have population issue toward the end, making harder to get gear around that time. There specific product dont have demand, then it will be come cheaper to buy those item (this item is created from thin air, as opposed from other players)
3. Challenges & ability to obtain TG
Ok, this is the tricky part, but I wanted to say that challenges in current sentinel league on PoE what made me able to play whole 2 months. Surely the pro player able to tackle it quickly, you cant deny it can be a goals for certain type of players like me. However the issue would be depend if whist able to implement some of trackers of event done in the game. I would leave the ideas to other people.
Main reason for this challenges for casual players to start getting some rewards. I dunno what to call it, but it is like those premium currency you found in the mobile games. This sound bad, but how I can learn using TG if i never got it in the first places? Again, I assume you still can get TG via manual trading by selling stuff on forum, which is super clunky IMO.
4. Limited time event throughout the season
Ok, this one i took from various mobile games on the market and might required some tweaking on how server is being runs. The first option is to make some sort of global modifier store on the server side, which have variable from droprate or monster difficulty. Who knows maybe we could make weekly event to keep player base alive.
Alternative PoE also have limited event running like current gauntlet which have tougher challenges & real item rewards, but I doubt it is would be possible to run 2 concurrent server on realm that way. Most of the challenges in the past also have been based on trust aka picture / video with servertime which alienate casual player even more.
5. Add rare chase item drop in all content
Ok here me out. I got super lucky in PoE because I got unexpected item in various different content throughout the game. Now since item drop from all content, it is made much more reward to randomly stumbled upon big item instead of forcing player to farm specific area for it. To be specifically are those SSSU which currently limited place they can drop, since they are gated behind certain items level.
Alternative runes was supposed to be answer for rare drops, but I have problem in the past because I cant gear from that single drop. I need to get extreme lucky and get all component for those endgame runewords. I think relic also now powerful as it can change the build, but I havent play with new one so i cant say anything. The point is, dont me only farm fauzt / scosglen only 24/7.
I dont expect all my points here to be reasonable, it is just stuff that have been on my mind for a while. I personally have issue with current medianxl because it have become multiplayer / elitist focused games, but I can understand why it have been done that way.
I also made some ridiculous suggestions that might not doable with limitation on d2 engine or simply too costly to run a server that manage the database, regardless, I just wanted some way to make it is frictionless to start trading in the game.
If you somehow read through all those wall of text until the end, thank you. (I think it took me 2 hours maybe to think about it while writing)