I'm cautiously optimistic, but GGG has a history of choking the fun out of their own games rather than listening to user feedback so it will be interesting to see what they came up with.
Would be great if they could address the trading issues without needing convoluted external mods and programs to accomplish that. Would also be cool if they would allow you to play an abridged version of the campaign every season instead of having to speedrun it to get to mapping 3-4 times a year...
I respect that, and I'm not against it in theory. What I personally dislike is simply having to grind out the story content over and over when the grind to engage with mapping or seasonal content is already so involved (which is the part I enjoy about PoE, and would argue is the part most players like).
Don't get me wrong though, I love the complexity of PoE, and the richness it provides from an organizational standpoint. I just wish GGG would be better about iterating on quality of life improvements requested by the player base. Sometimes they take the elitist/hardcore ideology too far to the point they ignore common sense improvements. I understand their commitment to the hardcore base, but I think there is a workable middle ground that they haven't quite nailed.
This is why I haven't returned to PoE in a year. And why I usually need several seasons of break after playing 1 character in a season. I just can't stand the levelling any longer
Trading will never be addressed in the way the community wants because what they want is not good game design.
Most players want some form of Auction House to automate trade completely, but that in conjunction with completely free trade like what exists in PoE completely undermines the actual gameplay of an ARPG.
Trade is highly highly efficient, and ARPG game developers are usually quite afraid of trade. PoE is one of the few games that has completely open and unrestricted trade.
The restriction in PoE comes from the idea of trade "friction" where it takes additional time and makes it inconvenient.
But this huge risk of trading is exactly the reason why Blizzard removed trade entirely from D3 and D4 has limited trade too, and even brand new ARPGs like Last Epoch also have restricted trade.
Trade has a huge risk of undermining the entire game and removing the reason to play it.
Many ARPG developers feel trade removes from the game, while Chris Wilson and GGG feel that trade adds value to items because they can be tradable, but once you add that AH it makes trade too powerful.
I understand this argument, but I fundamentally disagree with its core premise in PoE. I hate to break it to you, but an auction house already exists in PoE, and guess what? It didn't completely break the game.
Since we already know this is the case then maybe they should just streamline the process to kind of mimic the existing external architecture that people are already using. Additionally you could just make trade and no-trade servers so people who want a solo or more hardcore experience still have that opportunity.
There are ways around the issue that don't just boil down to "auction house no fun because GGG or Blizzard say so UnGaBuNgA".....
I think GGG picked the worst possible solution. They are correct: trading ruins the item progression experience. So what do they do? They keep trade, make the experience of acquiring items yourself torture to keep the trade economy functioning and to push you into trading, then they make the experience of trading miserable as a bandaid to the problems caused by trade. In the process nobody gets to be happy with the solution. If you like SSF, PoE is not the game for you. If you like trading have fun putting up with whispering 50 people to find an item and then dropping whatever you were doing once you find someone who responds.
It’s the most backwards, anti-fun design I’ve ever seen, (that isn’t a monetization scheme) and it doesn’t even accomplish what they claim to be their goal.