Make this step and POE will be better than D2.

What about "Market Place" instances.

The premise of this is -

1) Selling is much less of a ballache
2) Buying is a little easier - but not so much that the game is broken
3) The whole trading system is a lot of fun.

So how does it work? Something like this...

A new currency item is introduced to the game: Merchant Token

The drop rate of these tokens is considered by GGG but i would have them around the rarity of a gcp. (and they are tradable)

With this token you go to the Market place as you would any other instance in the game. Upon selecting you are asked if you are buying or selling. Each instance has 30 Merchants all eager for your token! If you select selling you are taken to any instance that has a free Merchant in it. You give the Merchant your token. In return you get a stash tab of space to advertise your items in for 24 hours. You items do not leave your stash but if they become out of your posetion they are deleted automatically from the merchant tab. Merchants do not allow buying out of items or guide prices to be made public etc.

Buyers visit the market place and get placed in a random instance where there are active sellers. They are free to browse the tabs. If they like an item then they ask the Merchant to open negotiations with the seller.

The game alerts the user that someone wants to open negotiations. The users then chat and barter a price for the item on sale.

If a seller is offline the Merchant offers "leave a message" option and the seller can check their messages.

Now thats cool - does not make for easy flipping as you cant buy items without talking to the person involved and makes it easier all round to trade. Id love it personally.
Last edited by DexDeus#3176 on Jun 12, 2013, 6:53:05 PM
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Bergtau wrote:
Spoiler
"
TheAnuhart wrote:
No, he's saying that if you flip a coin any amount of times, it is less likely to be 100% heads than the guys who are sat with their coins all already turned heads up.


That isn't what he's saying at all. If he's attempting to then he's using the wrong words and arguing the wrong point.

Also, there is a misunderstanding about inflation. People don't want things to inflate when it's hard for them to buy things because the longer they spend buying something the more they have to spend. In a more facilitated trade system, they don't care about inflation if they can buy things before they further inflate. I care about my stack of Chaos being worth less after a week if I'm unable to use it to buy anything, but if I was able to do it, I wouldn't care anyway because I would have spent them.
The defining aspect of a casual is spending time away from the game. An efficient trading system means that the economy is moving faster while they're gone. If casuals were always online, you'd be right... but then they wouldn't be casuals.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
"
Sheriff_K wrote:
To be quite honest, all bias and nostalgia behind, and in full knowledge of my impending lynching... I think PoE is actually better than D2.

*GASP*


....i....agreee....shhhhh
Don't forget to drink your milk 👌
"
Moeeom123 wrote:
And who would play a game like this alone without any trading and see everybody else getting better gear than him by trading 100x easier?



I would. Why should I care if someone has better gear than me? Is this a competition? Do people play this game for their ego? I want to thrash monsters, and take their loot, having fun in the process. All this talk of an economy, currency, I even saw someone mention they were a currency investor/speculator in a post here(LOLWTF), its just ridiculous.

This game is play until you get a lucky, trade-able drop, and win. Grinding Gear Games? They should have called it TGG, Trading Gear Games.
King of Off Topic
One of the reasons why its easier to trade in Diablo 2 is because you traded more named/Unique items so it was easier to sell and buy.
"
ScrotieMcB wrote:
The easier trading becomes, the more and more people will rely on it instead of farming for the things they need


Not from my view:

the easier trading is, the more items were traded = less inflation on prices for upper-average gear. High end stuff will still be rare and expensive (maybe a little less, doesnt matter)

This lead to more chars being well enough equipped to proceed and to be able to farm... more not less = even more useful gear for many situations and builds, and a bit higher chance to even get endgame usable equipment for more than a few.

It mainly/only lead to more chars being better equipped.
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
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Moeeom123 wrote:

Trading is(should be) a good thing, making a good bargain with a player brings as much joy as finding a good item drop. (in diablo 2 i spent equal time with farming and trading and enjoyed both really.)

Now the only way to trade your item is through tradingchat or forum.


So where´s the difference?
You said, you enjoyed trading in D2.. which was exactly like here... forums or bartering ingame.
"Ta-Ta, not-a-cockroach"
"
DexDeus wrote:
What about "Market Place" instances.

The premise of this is -

1) Selling is much less of a ballache
2) Buying is a little easier - but not so much that the game is broken
3) The whole trading system is a lot of fun.

So how does it work? Something like this...

A new currency item is introduced to the game: Merchant Token

The drop rate of these tokens is considered by GGG but i would have them around the rarity of a gcp. (and they are tradable)

With this token you go to the Market place as you would any other instance in the game. Upon selecting you are asked if you are buying or selling. Each instance has 30 Merchants all eager for your token! If you select selling you are taken to any instance that has a free Merchant in it. You give the Merchant your token. In return you get a stash tab of space to advertise your items in for 24 hours. You items do not leave your stash but if they become out of your posetion they are deleted automatically from the merchant tab. Merchants do not allow buying out of items or guide prices to be made public etc.

Buyers visit the market place and get placed in a random instance where there are active sellers. They are free to browse the tabs. If they like an item then they ask the Merchant to open negotiations with the seller.

The game alerts the user that someone wants to open negotiations. The users then chat and barter a price for the item on sale.

If a seller is offline the Merchant offers "leave a message" option and the seller can check their messages.

Now thats cool - does not make for easy flipping as you cant buy items without talking to the person involved and makes it easier all round to trade. Id love it personally.

Some nice idea's here.

Let me modify your point of view a little and tell, what i would like to play if it goes for more trading content.
--------------
Here it goes:
--------------
I think that instead of making a "whole new market instance", it would be cool to insert a feature like another common (could be also instance related) npc.
He would displays our goods in tabs - just like regular vendor.
The diff is that he wouldn't sell our items on his own, but instead he could give us the chance to contact the seller (via pm or so).

To make him "show" our stuff, we would have to use our special stash trading tab, which would be divided into 2 separate spaces:

** 1st space for the item we want to advertise at npc and some desired price options if needed (only one item spot per player!!! - more spots available i.e. with microtransactions)

** 2nd space to leave a fee for the advert (additional currency sink - when item would be placed in 1st space we would see the cost of sending it to npc)

-----------------------------------------
Some loose thoughts related to the idea:
-----------------------------------------
- Trading stash tab is a very nice and time saving thing, since it's close to our currency and goods storing place, aaaand.... u have to be in the game to benefit from it.

- Instanced selling npc wouldn't harm other trading options that we currently experiance since they are global (or even offline in case of forums) and still it would be easily accessible,

- Items fee value could be described as some simple range levels; like i.e. ilvl 1-30=alter, 31-60=alch, 60+=chaos etc. (proposed market tokens could be involved but the point is... do we rly need them for that?)

- The extra npc offer would be ilvl and attrib filtered - for easier display

- Item's could only be seen in the merchers tabs while the selling char is online !!! - that's where i totally agree with you :) it's a must :)

----------------------------------------------------------------------------------------

To sum things up - upgrades to current trading and social system would be greatly appreciated! :)
I think people are seeing D2's trading through rose-tinted glasses. It didn't work, that's why everyone used jsp.
sry ive seen godly and godlys dont lose hp wich wuold pretty much be a smiter with life tap
IGN: danknugsblazedopeswag
"
Barry wrote:
I think people are seeing D2's trading through rose-tinted glasses. It didn't work, that's why everyone used jsp.


No, it did work, exactly as intended.

Free trade in a loot find H&S worked in harmony with loot find BECAUSE of limited trade tools.

D2jsp bastardised that, made gearing up far too easy, by potentially making every item that anyone ever dropped, available to everyone.

GGG keeping that model don't want those who would gear up too quick and thus spoil their own game experience, to gear up to quick.

The result is the gutting of the loot find element.

Difficult trading should be working as intended, it can exist somewhat with loot find.

The easier trading becomes, the more items available to everyone, the more the core of the game will be gutted to balance. A balance that is, by way of item availability, a ridiculous imbalance as regards to loot finding and trading.

It's killing the genre.
Casually casual.

Last edited by TheAnuhart#4741 on Jun 13, 2013, 6:00:30 AM

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