Bartering Tab Idea (Auction House Alternative)

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Turtledove wrote:
The NPC idea sounds really good.


as long as the "insert solution" makes it harder for groups to fix the market then im all for it.
Innocence forgives you
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SilentSymphony wrote:
I've posted on the NPC concept a few times but I'd be interested to see your thoughts on it and the Ultima Online seems pretty cool, Was off in Final Fantasy 11 for my mmorpg days with a full blown auction house with sales history.

It was pretty hard to fix prices because people cant see your listings only the sales that have happened, kind of makes me chuckle thinking about the desperate souls trying to pull fixer scams, You could buy out something to change the sale listing but it was a big gamble and people could see your name buying it all.


To this day Ultima Online had the best player market I've ever seen in an online game. Minus realestate. Housing got a bit silly. In it's entirety though it's too slow for modern players.

Those MMORPGs were about meeting people and people improving the play experience with their qualities. Adventuring alone was unwise, you could get mugged and have your gear taken. Miners sold ore to smiths, smiths sold armor to Adventurers and Adventurers would drive out red players, collect bounties and do escort services. Adventurers need to replace gear so the circle goes on.


The NPC vendor was just a part of the system that I felt would work well for PoE. It doesn't help bots, it doesn't help market farmers. It only helps as a QoL function for typical players.

The vendor can only sell items so any malicious use is pretty absent.

Having any type of recorded value lets bots and market farmers work but giving them an interface is especially bad. PoE is pretty much at this point. The only thing that 'gates' conditions are load and transaction delays. Personally I wouldn't mind seeing some trade restrictions.

Time delay on re-posting the same item, level based, trades per hour.
Small things no typical player is going to run into.
"Never trust floating women." -Officer Kirac
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Xzorn wrote:
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SilentSymphony wrote:
I've posted on the NPC concept a few times but I'd be interested to see your thoughts on it and the Ultima Online seems pretty cool, Was off in Final Fantasy 11 for my mmorpg days with a full blown auction house with sales history.

It was pretty hard to fix prices because people cant see your listings only the sales that have happened, kind of makes me chuckle thinking about the desperate souls trying to pull fixer scams, You could buy out something to change the sale listing but it was a big gamble and people could see your name buying it all.


To this day Ultima Online had the best player market I've ever seen in an online game. Minus realestate. Housing got a bit silly. In it's entirety though it's too slow for modern players.

Those MMORPGs were about meeting people and people improving the play experience with their qualities. Adventuring alone was unwise, you could get mugged and have your gear taken. Miners sold ore to smiths, smiths sold armor to Adventurers and Adventurers would drive out red players, collect bounties and do escort services. Adventurers need to replace gear so the circle goes on.


The NPC vendor was just a part of the system that I felt would work well for PoE. It doesn't help bots, it doesn't help market farmers. It only helps as a QoL function for typical players.

The vendor can only sell items so any malicious use is pretty absent.

Having any type of recorded value lets bots and market farmers work but giving them an interface is especially bad. PoE is pretty much at this point. The only thing that 'gates' conditions are load and transaction delays. Personally I wouldn't mind seeing some trade restrictions.

Time delay on re-posting the same item, level based, trades per hour.
Small things no typical player is going to run into.


Restrictions on trade to help lessen rmt activities and other malicious practices by third party organizations who's goals are not so much playing this game for fun.

What could these restrictions entail:
-Delay to repost the same item(presumably to cut down on fixing)
-level based(i need some information on what you mean by this one)
-trades per hour im uneasy about this though i don't sell much not being able to sell because i hit the wall on a good day would be sad.
-inventory size(limiting the bartering tabs inventory space) would encourage more tabs being sold by GGG and effectively limit your sales.
-listing fees(a scalable amount of currency for listing an item)
-captcha gah, i support it but i cringe at how i would see the community reacting so probably not a good idea.(unless it somehow f'ed all the bots)
-anyone feel free to contribute to this list of ideas for restrictions that could be imposed on a bartering tab or any other type of system that could help us break free from the RMT/fixer/third party's grip and get back to playing the game.


These problems are not likely ever going away entirely but surely we can find a way to make the actual players feel rewarded both those who have invested into the game and those who have not, A bartering tab would not only help those who purchase it but also make available a more reliable market for people who have not invested yet but are playing and looking for reasonable trade deals with their limited currency.

It would also enable auctions to take place unless an auction tab were its own separate tab, the user who lists the item can set a minimum price which would possibly have a cancellation fee based on the price they listed at which point players could begin bidding on the item, once you've placed a bid it would reserve your currency until you've either been out-bid or you canceled your bid(fee required as well based off your bid?) An auction system is not something the majority would likely use but many crafters and other players who journey deep into the endgame i feel would adore this function if implemented well.

its all open to change, i feel this problem cant be solved by any one person but if we come together to discuss it perhaps a way forward can be found.
Innocence forgives you
Last edited by SilentSymphony#3358 on Feb 3, 2022, 4:32:59 PM
Love the ideas brought up here. Would absolutely love a better way for trading.

Forcing people to stop mapping, to do a 1C trade, is annoying, and most people simply don't do it. Causing a lot of frustration all around.

There simply has to be a way they can do it, without the need of direct player interaction.
"There he goes. One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die. " ~ Hunter S Thompson ~
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trixxar wrote:
Can we all at least agree that not being able to trade without physical presence in a game that includes delirium, lab, delves, and tons of other content that has harsh punishments for leaving makes no sense.

Keep it the same, but make the trade go through for list price or pop up window wherever the player is at?


+1 for this, i could even see the buyer still have to visit the sellers hideout to make the purchase.
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hyttemaier wrote:
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trixxar wrote:
Can we all at least agree that not being able to trade without physical presence in a game that includes delirium, lab, delves, and tons of other content that has harsh punishments for leaving makes no sense.

Keep it the same, but make the trade go through for list price or pop up window wherever the player is at?


+1 for this, i could even see the buyer still have to visit the sellers hideout to make the purchase.


I was gonna say in your thread lol, Its perfectly fine to have more threads about this especially if you have any different ideas on how it might work, I did not mean to have that effect when i bumped this xD

As to how this works in practice be it trading from inside your map or automatic im leaning on automatic with limited space but if it played out like Trixxar painted it that would be fine too but i do feel a lot of people would still complain if not more on getting killed while doing trades.

like an immense amount of that i think would flood the forums but even if thats the case being able to trade without losing portals.. maybe spending a few seconds getting into a safe place and bam it would hopefuly be enough to get more people to stop and complete the trade.

where as with automatic you garuntee if someone wants to buy it that they'll be running off with it since they don't have to wait but you'll still have to manage that inventory when you leave your maps/etc other content.

And with there being a few ways people want this to work im not sure whats best but at the very least the automated one would produce less complaining overall imo.
Innocence forgives you
Last edited by SilentSymphony#3358 on Mar 13, 2022, 4:08:07 AM
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hyttemaier wrote:
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trixxar wrote:
Can we all at least agree that not being able to trade without physical presence in a game that includes delirium, lab, delves, and tons of other content that has harsh punishments for leaving makes no sense.

Keep it the same, but make the trade go through for list price or pop up window wherever the player is at?


+1 for this, i could even see the buyer still have to visit the sellers hideout to make the purchase.


I can agree with this. I've said it before; as long as they keep the requirement of the seller having to physically accept the trade and be logged into the game, they can do whatever they want with trade.

One thing is for sure; it's about time to do something.
Bring me some coffee and I'll bring you a smile.
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trixxar wrote:
Can we all at least agree that not being able to trade without physical presence in a game that includes delirium, lab, delves, and tons of other content that has harsh punishments for leaving makes no sense.

Keep it the same, but make the trade go through for list price or pop up window wherever the player is at?

Nope... or rather, the requirement that the two characters 'meet up' can be dispensed with, as long as another mechanic is implemented to hinder trade equally.

Nobody has ever suggested anything that can replace the current trade system while ensuring it doesn't lead to more trade. Every suggested 'solution' I've seen proposed would always lead to massively increased trade (as this one would).

The trade system is as it is to limit trade. I'm fairly sure GGG doesn't really care about what mechanics accomplish that, but limiting to the current degree is not negotiable.

Any 'solutions' suggested would have to:
- Keep trade limited to the current degree (or less)
- Provide enough new income to GGG that they can consider investing development resources in it

So... Not going to happen...
Last edited by Cyzax#3287 on Mar 22, 2022, 11:41:29 AM
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Cyzax wrote:

Nope... or rather, the requirement that the two characters 'meet up' can be dispensed with, as long as another mechanic is implemented to hinder trade equally.

Nobody has ever suggested anything that can replace the current trade system while ensuring it doesn't lead to more trade. Every suggested 'solution' I've seen proposed would always lead to massively increased trade (as this one would).

The trade system is as it is to limit trade. I'm fairly sure GGG doesn't really care about what mechanics accomplish that, but that the limiting to this degree is there is not negotiable.

Any 'solutions' suggested would have to:
- Keep trade limited to the current degree (or less)
- Provide enough new income to GGG that they can consider investing development resources in it

So... Not going to happen...


The way things are right now though..

The RMT, Botters and 3rd Party community's have way too much influence on the economy and with their tools trivialize the effort of many players.

Do you have any thoughts on a system that would give the economic power back to the players that does not violate your personal views on how the game should move forward?

Things are so messed up that casuals praise bots as the saviors of the "crappy" trade system, I don't agree that its crappy just that a lot of really crappy people are making it that way.

If not this system then something else but if there is not a way to break through here and empower people playing the game as a game then what the hell is even the point anymore.

Also on your argument that this would make trade "easier" well are you ignoring how much harder trade has become lately with that statement? How much harder does it need to be? Back when the trade api wasn't implemented i still had less frustrations than i do now getting the stuff i wanted.. People did not literally waste my time at every turn and or try to scam me.

I just want to see a way forward to this game being a "game" again.. and not me trying to compete with people who literally arent even playing teh game(botters)
Innocence forgives you
Last edited by SilentSymphony#3358 on Mar 22, 2022, 10:20:45 AM
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SilentSymphony wrote:
The RMT, Botters and 3rd Party community's have way too much influence on the economy and with their tools trivialize the effort of many players.

To be honest, I don't really see that when I trade. Sure, there are botters selling stuff, but most trades seem to be ordinary players. Note that I'm casual and doesn't usually buy very expensive stuff (meaning I have no experience with that).

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SilentSymphony wrote:
Do you have any thoughts on a system that would give the economic power back to the players that does not violate your personal views on how the game should move forward?

It is not really 'my' view, but GGGs... I merely agree with their reasoning.

Back in the MUD days, I was one of the main creators of one (Deeper Trouble, presumably still running now 30 years later amazingly enough)... Once you got a decent player base, managing the economy was one of the most challenging tasks. I fully understand why GGG can't let easy trade happen, because it lose you players. We specifically made the game HARD, and for that reason it (at the time) was one of the top-3 MUDS in the world. People liked the challenge, but that also meant we had to limit access to the best items through trade.

Given GGG want some degree of trade (but limited in scope like now), and 'soul-binding' is out, I can't see any viable options for an alternative system.

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SilentSymphony wrote:
Things are so messed up that casuals praise bots as the saviors of the "crappy" trade system, I don't agree that its crappy just that a lot of really crappy people are making it that way.

Tbh, I don't feel that the system is 'crappy'... Sure I have to start a few chats when trading for stuff, but I don't really mind. It is very rare I have to do more than 5 before someone replies... This is usually for 'cheap' stuff too (5-100C).
Same the few times I sell stuff... Incoming trades are resolved quickly. I've never yet been scammed, or tried scammed.

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SilentSymphony wrote:
Also on your argument that this would make trade "easier" well are you ignoring how much harder trade has become lately with that statement? How much harder does it need to be? Back when the trade api wasn't implemented i still had less frustrations than i do now getting the stuff i wanted.. People did not literally waste my time at every turn and or try to scam me.

As said, I don't have that experience... I can outfit my characters with relatively small effort, sells items easily enough (the few times I have something worth selling), and have as said never been tried scammed.

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SilentSymphony wrote:
I just want to see a way forward to this game being a "game" again.. and not me trying to compete with people who literally arent even playing teh game(botters)

The sad fact is that botters can never be eliminated. They have (collectively) FAR more resources to put into the botting than GGG has to prevent botting. Whatever GGG implemented (and spent a lot of money on) would be circumvented in hours, a few days at the most...
You can't make any automated systems to detect botters either as they'd invariably be worked around (within hours or a few days), and might be gamed by the botters to remove their real-player competition.

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