That sounds nice for a small niche game, but if they're actually a success it will be a major point of drama.
I like it since it means no regular player to player trading, which imo is a huge red flag. We're not in 2001, direct player trading will solve/remove 90% of character/item progression, which kinda sucks in a genre where that is the main purpose of playing.
I agree. The balancing act between acquiring loot and wanting to continue to play the game is the crux of the issue, and why GGG refuses to add additional trade measures to the game.
So if we have:
(1) Loot as the primary reason to continue to play (with a side order of RPG advancement and boss killing milestones and achievements)
(2)(a) A system where 99.999% of drops are garbage - and that is not hyperbole, as you can see if you ever disabled your loot filter
(2)(b) A gear affix system that is increasingly being diluted such that getting a useful combination is vanishingly small
(3) A crafting system that is, for the most part, just gambling in another form
(4) Non-deterministic drops for 99.99999999% of the itemization.
(5) Trade most often required to acquire BiS rares or build-defining uniques for a build.
(6) Game monetization based on a combination of cosmetics and increasing storage requirements to efficiently, or even effectively, play.
then if you slow the game down and still provide the same hook you need to:
(1) Reduce the amount of garbage loot
(2) Increase the probability of acquiring better affixes on gear
(3) Improve deterministic crafting (which they did and immediately nerfed it significantly)
(4) Provide additional deterministic loot targets?
(5) Leave trade the same or make it even more awkward?
(6) Increase price of storage tabs (too late for that, most core players have dozens already)
If you want to know why GGG has never created a SSF option with increased drop rates and no character tranfers, understand that they think they will lose revenue as their primary monetization is a combination of ""player interaction" = cosmetic sales and storage tabs (+support packs which are connected to the previous two).
Also, as the trade market "currency" is based on currency drop rarity, what would slowing the game down with the same drop rates per kill do to the trade market? Would Alc's become the coin of trade? Would chaos prices just scale on changes in effective drop rates?
Sorry, I went on for a while there.........