There are two ways of making TGs: either selling items you find ingame or by donating.
The more one plays the more he's likely to find worthy items for a specific timeframe, and thus making TGs by trade.
The more money one donates the more TGs he will have enabling him to be more competitive on the market.
I see the TG sistem, in its current implementation, being problematic in two ways:
A) On the short term (during a season) where someone who hasn't much time to play or simply rightfully takes his time in doing so, is bound (mid-ladder) to fall behind the weight of his needs compared to the shrinking offer which at the same time focuses on items of increasily higher lvl or scope. Thus the slow player will find himself pushed towards a SSF playstyle and with little to none trading power, basically steadly moving to an approximation of a NL experience while on ladder.
B) On long term with the worsening of the problems you guys are lamenting, couple with others.
For obvious reasons TGs cannot be abolished, so the point is how to better the sistem to reduce negative consequences?
Regarding point "A":
1) It seems that the TGs finds their preferable ecosystem around highly competitive players who are willing to invest time and/or finances into a position of dominance on the ladder-chart (mostly with finances) and in the market (mostly with time), thus heavly favouring the first half of the season runtime.
This becomes a problem only under two existing conditions: the first one is that the game itself is beatable in a relatively short amount of time if you have deep knowledge of it, while the second is that the market can get easily flooded by few users with items that should require more ingame-time/skills investment for the majority of players instead of being purcheseable in large quantities so soon.
How to mend this? Some brainstorming:
- Reducing a bit drop chances across the board of items like UMOs, SSSU and whatnot while also disabling the 20charm=frag (or increasing it), until the 3rd/4th week of ladder where (via patch) everything returns to normal, assuming nothing breaks.
- Shuffling the meta even more with new seasons so that a part of the veterans' "knowledge" advantage is challenged, moving the paradigm from a mostly-fair/static-oriented balance to a more possibly-unfair/variable-oriented balance. To avoid breaking items I'm thinking more along the lines of enemy stats, zones bias, items' rarity flactuations, season-only content (dungeons/items), and other such things.
2) Due to intrinsic issues that emerge with the market and players' in-season retention, the TGs cannot homogeneously suffice as a balanced currency method in the middle-end of a season for everybody.
It's like the ladder is comprised of different lanes with different speeds and the TGs' role of "enabler" falls short in its function often enough.
Sadly this is an issue that I cannot see as nicely solvable by solution implemented from above. So how to mend this?
- Slow/late players must somehow come together and prioritize in-game resources based trades, group plays and all things that can off-set the "ladder is dead" snowball effect.
- Some kind of dev-shop, to open on the second half of each seasons, with scheduled and timered sells. Low/mid lvl items sold at competitive prices and high lvl items at outrageous high prices (to be greately lowered on season's end), as to cash on possible late/mid-season TGs hoarder (and sponsor events) while boosting late players with affordable items.
Regarding point "B":
Mostly already discussed from here on:
viewtopic.php?p=462316#p462316Ultimatelly I dunno what is the best course of action, same boat as you all, and here is pretty late so right now I've quite a foggy mind. But these threads are getting common recently and many people are pointing out that they feel something is not right and could hopefully be better; so surely there is some weight behind this sentiment. Who knows, maybe things will auto-assest for the better in the future if more people join the community, maybe these issues simply lose ground once in the context of a bigger playerbase. An improved mxl experience is the one thing we can surely all agree is needed to grow the users foundation. Maybe this is just another reason to look foward to future exciting patches ^^