suggestion for best in game trade system id seen

i used to play this game called "Knight online"

its a lot like warcraft but its free 2 play (and pay to win)

anyhows, in the game, players (orcs and humans) spawn in a neutral town...

in the town, theyre allowed to set up "merchants" where players can run around and look at various merchant stands...the stands display items to be sold and players can set prices and go afk.


the player MUST be logged on into the game for the stand to stay active

so say you want to sell a dagger for 3 chaos...you can set up the price of the dagger in your shop, go afk. someone comes by and can purchase it for that price (as long as you are in merchant mode and online


...

i always thought this was by far the most brilliant trade system because players still utilize global chat...but can also browse "merchant stands" to find what they need...this also creates arbitrage. players would also private message merchants in hopes of them being around and haggle prices at times...so this system captured a lot of the essence of trade chat but is better than an auction house system because you are actively searching merchants for your item (rather than clicking away at a trading interface) and it maintains the social aspect of trading


enclosed is an image of the stand...i really hope GGG could implement this system or at least look into it because it really is a genius system



"The problem with scrubcore is that it is full of of scrubs"
- King Edward the Longshanks
Last edited by eebertay#2976 on Nov 18, 2013, 11:54:49 AM
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Then I still have to browse ALL those shops to find what I really want. I have to open the shop, hover with my cursor over the item to see it's stats and that pretty much the same situation compared to trade-chat...

I played Ragnarok Online and they have the same trading mechnic (open shops with merchants) and I have to say it was fun on the one hand, but this system works only if the item stats don't vary much in their stats. In Ragnarok online there were fixed stats for equipment with card slots and the cards (dropped by enemies) had fixed values too. So it was not that hard to find something. But in PoE, there is an infinite number of prefix/suffix combinations, required levels, itemlevel, slots, links etc.... You won't find what you need with this system. At least I can't imagine it.
"
AceNightfire wrote:
Then I still have to browse ALL those shops to find what I really want. I have to open the shop, hover with my cursor over the item to see it's stats and that pretty much the same situation compared to trade-chat...

I played Ragnarok Online and they have the same trading mechnic (open shops with merchants) and I have to say it was fun on the one hand, but this system works only if the item stats don't vary much in their stats. In Ragnarok online there were fixed stats for equipment with card slots and the cards (dropped by enemies) had fixed values too. So it was not that hard to find something. But in PoE, there is an infinite number of prefix/suffix combinations, required levels, itemlevel, slots, links etc.... You won't find what you need with this system. At least I can't imagine it.



thats the point...

you have to browse....

theres an efficiency and inefficiency that comes with this...much like trade chat...

an auction house system is TOO efficient and takes the fun away from interacting with people, haggling and the reward factor of getting the items you want (because theyre way to accessible)

"The problem with scrubcore is that it is full of of scrubs"
- King Edward the Longshanks
"
eebertay wrote:
"
AceNightfire wrote:
Then I still have to browse ALL those shops to find what I really want. I have to open the shop, hover with my cursor over the item to see it's stats and that pretty much the same situation compared to trade-chat...

I played Ragnarok Online and they have the same trading mechnic (open shops with merchants) and I have to say it was fun on the one hand, but this system works only if the item stats don't vary much in their stats. In Ragnarok online there were fixed stats for equipment with card slots and the cards (dropped by enemies) had fixed values too. So it was not that hard to find something. But in PoE, there is an infinite number of prefix/suffix combinations, required levels, itemlevel, slots, links etc.... You won't find what you need with this system. At least I can't imagine it.



thats the point...

you have to browse....

theres an efficiency and inefficiency that comes with this...much like trade chat...

an auction house system is TOO efficient and takes the fun away from interacting with people, haggling and the reward factor of getting the items you want (because theyre way to accessible)



But people hate the spam and wasting so much time to find something they want. Browsing merchants is even more inefficient then just reading the tradechat system. Also shops will lead to less haggling with other players and I think GGG really wants especially that part: That you have to talk and haggle for your items. Merchants and auction houses ruin that part mostly, because the most merchants will be AFK and will never read what you write them.

Another thing is: Electricity costs money and if you want to keep your shop up, you have to keep your PC running if you want to use this efficiently... Also it will lead to MANY more accounts, because people will just multi-client and open up 30 shops at once. Especially this part can be pretty annoying for the community and also GGG (because more accounts and more traffic costs).

Here is my suggestion:
http://www.pathofexile.com/forum/view-thread/265070/page/1


I know, I posted my suggestion already in other threads, but I think my suggestion about tradesystem fits perfectly into PoE, because you can find your stuff much faster, you can find it while fighting monsters and you don't have to search very long for your items (because only items of interest are filtered in). Also you still need to haggle and talk to other players to get your stuff (like now) and it won't ruin the economy, so GGG should be happy about this too.
Last edited by AceNightfire#0980 on Nov 18, 2013, 12:41:15 PM
IIRC this is the same system as in Ragnarok Online.

The end-result is the same as an auction house, where players roam around looking for bargains in shops instead of playing the game. There was no social interaction apart from being able to name your shop.
"
Novalisk wrote:
IIRC this is the same system as in Ragnarok Online.

The end-result is the same as an auction house, where players roam around looking for bargains in shops instead of playing the game. There was no social interaction apart from being able to name your shop.


auction house system would involve you typing search into an interface, finding items immediately and buying.


this system is a lot different and less efficient...so it allows for opportunity

reason why diablo 3s auction house failed so badly is because it was TOO efficient
"The problem with scrubcore is that it is full of of scrubs"
- King Edward the Longshanks
"
AceNightfire wrote:
"
eebertay wrote:
"
AceNightfire wrote:
Then I still have to browse ALL those shops to find what I really want. I have to open the shop, hover with my cursor over the item to see it's stats and that pretty much the same situation compared to trade-chat...

I played Ragnarok Online and they have the same trading mechnic (open shops with merchants) and I have to say it was fun on the one hand, but this system works only if the item stats don't vary much in their stats. In Ragnarok online there were fixed stats for equipment with card slots and the cards (dropped by enemies) had fixed values too. So it was not that hard to find something. But in PoE, there is an infinite number of prefix/suffix combinations, required levels, itemlevel, slots, links etc.... You won't find what you need with this system. At least I can't imagine it.



thats the point...

you have to browse....

theres an efficiency and inefficiency that comes with this...much like trade chat...

an auction house system is TOO efficient and takes the fun away from interacting with people, haggling and the reward factor of getting the items you want (because theyre way to accessible)



But people hate the spam and wasting so much time to find something they want. Browsing merchants is even more inefficient then just reading the tradechat system. Also shops will lead to less haggling with other players and I think GGG really wants especially that part: That you have to talk and haggle for your items. Merchants and auction houses ruin that part mostly, because the most merchants will be AFK and will never read what you write them.

Another thing is: Electricity costs money and if you want to keep your shop up, you have to keep your PC running if you want to use this efficiently... Also it will lead to MANY more accounts, because people will just multi-client and open up 30 shops at once. Especially this part can be pretty annoying for the community and also GGG (because more accounts and more traffic costs).

Here is my suggestion:
http://www.pathofexile.com/forum/view-thread/265070/page/1


I know, I posted my suggestion already in other threads, but I think my suggestion about tradesystem fits perfectly into PoE, because you can find your stuff much faster, you can find it while fighting monsters and you don't have to search very long for your items (because only items of interest are filtered in). Also you still need to haggle and talk to other players to get your stuff (like now) and it won't ruin the economy, so GGG should be happy about this too.


i think an ingame poe.xyz filter is stepping too close to the auction house dynamic...

the one thing that killed the diablo3 trade system is that it was TOO efficient...so best items demanded highest prices, since they were universally available and searchable.


a merchant mode system is more efficient than trade chat but much less efficient than an auction house...so i think its a happy medium.

getting EXACTLY what you want when you want it, sounds like a great idea in the short term...but in the long term is the game ruiner because it will take the joy out of farming.

"The problem with scrubcore is that it is full of of scrubs"
- King Edward the Longshanks
"
eebertay wrote:
"
Novalisk wrote:
IIRC this is the same system as in Ragnarok Online.

The end-result is the same as an auction house, where players roam around looking for bargains in shops instead of playing the game. There was no social interaction apart from being able to name your shop.


auction house system would involve you typing search into an interface, finding items immediately and buying.


this system is a lot different and less efficient...so it allows for opportunity

reason why diablo 3s auction house failed so badly is because it was TOO efficient


I'm saying this as a guy who tried both systems. Both are too efficient.
Not only Ragnarok. That thing was the standard trading system until someone had the wonderful idea of the Auction House.


The marketplace system is AWFUL.

1) it requires a zone that gets incredibly cramped with shops. If someone posts a screenshot of a Ragnarok's market you will see. It's like an Indian train.

2) Many games didn't provide a special zone like Ragnarok, and the marketplace was in the center of the city, along as all the NPC's.
That, due to 1) made cities a freakin' lagfest. Not a enjoyable thing when you just wanted to get a quest or buy potions.

3) Is an absurd waste of resources for everyone.
The server has to keep a connection open for someone who is not even looking at the game.
Players in 'seller mode' are restricted from playing and forced to AFK.
Even worse, since you need to keep the game open while selling, unless you have a good comp you can't play anything somewhat demanding.


In short. Marketplace system is long gone, for many good reasons. Good riddance.
"
Faerindel wrote:
Not only Ragnarok. That thing was the standard trading system until someone had the wonderful idea of the Auction House.


The marketplace system is AWFUL.

1) it requires a zone that gets incredibly cramped with shops. If someone posts a screenshot of a Ragnarok's market you will see. It's like an Indian train.

2) Many games didn't provide a special zone like Ragnarok, and the marketplace was in the center of the city, along as all the NPC's.
That, due to 1) made cities a freakin' lagfest. Not a enjoyable thing when you just wanted to get a quest or buy potions.

3) Is an absurd waste of resources for everyone.
The server has to keep a connection open for someone who is not even looking at the game.
Players in 'seller mode' are restricted from playing and forced to AFK.
Even worse, since you need to keep the game open while selling, unless you have a good comp you can't play anything somewhat demanding.


In short. Marketplace system is long gone, for many good reasons. Good riddance.



if they were to isolate it to a zone, it wouldnt create much of a server issue.

the best thing about a market system is that yes, the players are forced to go afk and can do so in their sleep.

it was a nice plus..

the bad thing about an auction house is that it floods the market with TOO much stuff and eventually trivializes most items...

good thing about a market system is that there is no posting to an auction house, so if you want to sell something, you have to be online...if youre offline, then your items are removed from the pool of merchants (unlike an auction house)

"The problem with scrubcore is that it is full of of scrubs"
- King Edward the Longshanks

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