Marketplace for tradies + drop rate for non-traders suggestion.

According to Chris Willson's Trade Manifesto
we have four key aspects related to the easier item aquisition because of trading:

  • Easy trade reduces the number of times a character improves their items.
  • Easy trade means reducing drop rates.
  • Easy trade would make the disparity between different players too great.
  • Easy trade allows for greater abuse by automation.


I completely support the idea of graduall item upgrades to achieve final build form. And the ability to trade breaks this concept in its core allowing players to skip intermediate stages. Players are able to progress waaay faster and leave the game sooner. That is bad.

WHAT IF... GGG will adjust IIQ and IIR depending on aquired items from the trade? For example some person bought Tabula Rasa. And after that he has 5% reduced IIQ / IIR? Some other person bought Mageblood. Now he has no drop (1000% reduced IIQ/IIR), but only scrolls of wisdom and white items. With that mechanics we could dynamically adjust the drop rate to compensate this:
"

The difference in magnitude of trading (and hence item acquisition and progress) between non/low-traders and heavy traders is gigantic.

So ppl which "farm" goodies in their hideouts and not interacting with content cannot have any items from the monsters, for example Watcher's Eye, Progenesis or even Wanderlust.

And non-traders with slow gameplay, actually playing solo or semi-solo can have good amount of decent drop balanced around THEIR gameplay and not around the whole community.

That mechanics should work account-wise to prevent using mule / trading characters and it must take into account every single item given / taken from any sources. Doesn't matter how the exchange commited: using trade window or just item(s) / currency were dropped on the ground.

With this change GGG can introduce in-game Marketplace for the tradies without penalizing the rest of the players reducing the drop rate for everyone. If they want to trade? Okay! Let's remove the drop. If you don't want to trade, okay, farm your Watcher's and enjoy 100% drop rate from the Elder!
Last bumped on Nov 20, 2023, 12:10:44 PM
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most stupid idea i read on this forum ever.
The biggest problem with this is that it would be very easy to exploit and abuse. I could buy items for my friends and drop them on the ground in their maps, giving them the gradual upgrades and a ton of free IIR/IIQ because they never used the trade window.

Your idea makes the problem you're trying to solve much worse.
Last edited by ARealLifeCaribbeanPirate#2605 on Nov 19, 2023, 3:42:43 AM
"
ARealLifeCaribbeanPirate wrote:
The biggest problem with this is that it would be very easy to exploit and abuse. I could buy items for my friends and drop them on the ground in their maps, giving them the gradual upgrades and a ton of free IIR/IIQ because they never used the trade window.

Your idea makes the problem you're trying to solve much worse.

"
it must take into account every single item given / taken from any sources. Doesn't matter how the exchange commited: using trade window or just item(s) / currency were dropped on the ground.

In this scenario both players and the seller will be penalized with reduced item quantity / rarity.

1. You bought the item - you and your seller got penalty
2. You gifted the item to your friend which was aquired not from the killed monster by his own character. Penalized.

As you gave the item out and not using it for your progress, your penalty must go down a bit faster. But your friend now has poor map drop. If he accepts that, it's okay.
Plays on a dead mode and complains indirectly about drop rates, sounds about right hoho
Flames and madness. I'm so glad I didn't miss the fun.
"
cursorTarget wrote:

"
it must take into account every single item given / taken from any sources. Doesn't matter how the exchange commited: using trade window or just item(s) / currency were dropped on the ground.

In this scenario both players and the seller will be penalized with reduced item quantity / rarity.

1. You bought the item - you and your seller got penalty
2. You gifted the item to your friend which was aquired not from the killed monster by his own character. Penalized.

As you gave the item out and not using it for your progress, your penalty must go down a bit faster. But your friend now has poor map drop. If he accepts that, it's okay.


The game can't differentiate between an unidentified tabula that falls out of a player's inventory and one that falls out of a monster. So half of this entire concept is nonsense.

And that's before we even get into the fact that you would also have to penalize people for putting items into and taking them out of a guild stash.

And apparently now you also want to punish people for playing in groups by lowering IIQ if you get items from another players kills? Literally imposing a Friend Tax?

Not gonna lie, the more you explain this the more obviously terrible your vision of the game is.
Or, and hear me out here, they make an auction house, buff drop rates across the board to make rmt less appealing, and make crafting more deterministic.

At the very least they need to do something with sockets. They already identified it as something they were removing in 2, why keep sockets, socjst colors, and links now if they aren't worth keeping.

People already "finish" the game in two days on league start anyway. Moght as well make it feel better.
I am so happy to know that ideas like these don't float and GGG would never consider them, ever
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
How do you know? I thought each item is basically is instance of a class and some kind of field "owner" already persists in the game allowing GGG to catch RMT abusers. Something like

"

// pseudo
someItem->owner = thatObject; // thatObject can be AI or human.
pushToDB(someItem, thatObject, UPDATE_OWNER); // it updates current owner


After picking item up the field changes to the current owner with the storing the previous values. This is very effective way to determine the whole chain of RMT deals or just item / currency flows between players for the stats. I thought that mechanism was implemented years ago.

As I understand you have access to the game source code?

"
ARealLifeCaribbeanPirate wrote:

Literally imposing a Friend Tax?

Yeah, kind of that. IRL if you don't have profit at the end of fiscal period, you don't pay tax. You only pay tax if your actual wealth were growing over the period. So technically if you picked Tabula Rasa up from the ground or Guild Stash and just dropped it on the ground, your net worth didn't change. That's pretty simple and how it really works in RL. And this thing works for the ppl IRL for the centuries.

Don't you pay taxes? :)

PS There is example of the very popular game with partially implemented mechanics - Dota 2. Each time your character kills someone, farm mobs, participates in fights it will cause the change of net worth for the character. Killing the characters with high net worth / streak is very profitable for the enemy team, because of reward. The core part is how that reward is calcuated.
Last edited by cursorTarget#1174 on Nov 20, 2023, 2:39:06 AM
Might be better to lock players to SSF and give improved Quantity and Rarity like Last Epoch does it. Its a very elegant solution to this. Never let the people who choose the SSF route to go trade and you no longer have people abusing it ever

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