We actively want to avoid trade being too fast and easy.įor more information, please read our Trade Manifesto. On the PC version, searching for items on the powerful trade website is extremely easy.Īctually trading for the item can be frustrating though, as it's up to you to contact the user in game and complete the trade.īoth of these systems have an element of friction, but this is intentional. When you find something you actually want, you can make an offer that can be asynchronously accepted by the other player. You have to browse through pages of items in a specific category, a bit like a flea market. On the console version, the Trade Market tries to make it difficult to find items, but easy to actually purchase them. We have gradually been adding support for the remaining features (guilds were added to console, controller support to PC, lockstep on console is next).īut one big difference between the two versions is the way that trade is handled. In order for it to be the same, it has to have the same featureset. It would be great for them to get the same patches, on the same day, and potentially have cross-play, cross-progression and cross-purchases.Īll of these are difficult issues that require significant engineering work, platform support and various other factors, so we're not able to promise any of them at this stage.īut it's a future we'd love to work towards, and one that requires that Path of Exile is the same on both platforms. It would be great to see both the console and PC version have the same choice of either mouse/keyboard or game controller. The context for these changes is that of unification. This post details our plans to bring the Trade Site to console players and eventually phase out the Trade Market. The console version of Path of Exile has used a different system, called the Trade Market. ![]() At that time, the user will be asked to register an email address and set a password for their account.For a number of years, the PC/Mac version of Path of Exile has used a trade system where players can search for items on a trade website, and then contact those users in-game to arrange a trade. For example, if the user later installs the Epic Games Launcher they will be able to login to their Epic Account using their Steam account login credentials. Proxy Epic Accounts can be used in the same way as regular Epic Accounts that have an associated email address and password. This links the user's Steam account to a newly-created Epic Account, allowing an automatic log in on consecutive application runs and without requiring users to register any additional details such as their email address or password. New users without an existing Epic Account have the option to create a new frictionless proxy Epic Account. Linking the Steam account with an Epic Account enables automatic user log in across consecutive application runs and across any game titles using Epic Account Services. The user is walked through the built-in user onboarding experience to link the local user's Steam account with an Epic Account. The game logs the local Steam user into their Epic account using a Steam AuthSessionTicket acquired via the Steamworks SDK. Then ask the player to restart the game to apply the fixes. the Bootstrapper or redistributable service is missing), ask the player to verify the game files in the Steam library to repair the issues. See the Auth interface documentation for SDK API integration details.Īt startup, the game calls the EOS_Platform_GetDesktopCrossplayStatus SDK API to verify that the Epic account login can use the overlay. ![]() On Steam, the user's Steam account is implicitly linked to their logged-in Epic Account as part of the log-in flow managed by the SDK. Once the user completes the login flow, either successfully or by canceling it, the SDK returns control to the game application via completion callback of the EOS_Auth_Login SDK API. ![]() The SDK takes full control of the log-in flow by walking the user through any necessary steps using the in-game overlay. Stand-alone distribution may also use the EOS_LCT_AccountPortal log-in method that does not require input authentication credentials, and instead prompts the user for Epic account credentials as part of the log-in process. General flow across all platforms and scenarios is that the game client acquires some type of authentication credentials for the local user, and passes them to the EOS_Auth_Login SDK API. The common log-in scenarios described further in this page include distributing through the Epic Games Store, Steam, and as a stand-alone distribution. An Epic Account log-in is initiated by the game client when it calls the EOS_Auth_Login SDK API.
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