I don’t think it either. But that was not my point. My point is that people should understand a mechanic first before stating something is broken. If I make false assumptions of how a system works, I can’t fix it. Maybe I can band aid some symptoms, but not the root cause of a problem.
This!
LE is designed as a ARPG with an online economy. This is one of the design pillars and is clearly shown on every forecast and preview of how the game would look when it is released (Kickstarter, website, dev blogs about bazar,…)
The next thing is that crafting also is a design pillar for itemisation. The whole system is based on that shard thing where you can improve gear and shatter items.
People can choose to play solo, not trade, skip the crafting… But this would be like never using a two handed weapon on a melee warpath build. You can do so but then all the 2h nodes are useless. So you could say “make an optional warpath tree for people who want to play 1h, with different nodes”.
You can’t balance a game around Multiplayer, SSF, Hardcore (gamemode), Hardcore (playtime) casual at the same time and make everybody happy.
For me it is obvious that if a game has multiplayer and trading, the economy hast to take this into account. If people play SSF they have a lot harder time to find items. That’s just how it works.
In the current state if the game, where you can end your SSF challenge everytime you want, having a higher chance to find uniques would be highly abusable.
The implementation of trading won’t fix any issues that people have with crafting. It just makes gearing easier if you skip crafting (because you don’t like it) and buy items from people that do the crafting for you.
Edit: Just think about why EHG named the SSF game mode a “Challange”