New Trading System IN MARCH 2014?!

i see a good ingame trade system being something like this: this would work around the drop in sales of stash tabs if the current way of trading was superceded.

* you get "trade stash tabs" (you would get X number to start, and obviously you can buy more)

* you put items in said stash tabs, which allow procurement style buyouts to be set per tab or by item.
items could also have "offers" open which could be submitted below the buyout.
when submitting offers, the currency would be dropped into a box, reserved against the item, so that if one party isn't online, the trade can still occur.

* there would be a trade NPC in towns/in your hideout, who allows you to search for items with various categories and filtering (like POE.trade).
this would then display the items similarly to the normal vendors in town.
also the trade NPC would allow you to browse a certain account's trade tabs without filtering. (shop threads on the forum could link to the shop in game)
a player's shop could perhaps also be available as a right-click option in game when in a party.

* when you buy something for a buyout, or your offer is accepted, it is taken from the seller's trade tab and put in your inventory. the currency would be put in the same tab and position that the traded item was in.

* there would be messages waiting for you detailing your offline trades when you log back in, or would be listed for you when you re-visit the trade NPC: e.g. "xxx bought xxx for x chaos from trade tab x"

this system would retain a similar method of trading we already use, allow buyouts/offers, searching, and would also make currency trading much simpler and fairer.
Last edited by monosama#1184 on Oct 13, 2015, 8:29:20 AM
It would be really nice if we got an explanation as to what's on the table for the design, and what aspects are taken off.

Buy-outs? Trading without player interaction? These seem to be the two main sticking points. There are likely others.
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monosama wrote:
i see a good ingame trade system being something like this: this would work around the drop in sales of stash tabs if the current way of trading was superceded.

* you get "trade stash tabs" (you would get X number to start, and obviously you can buy more)

* you put items in said stash tabs, which allow procurement style buyouts to be set per tab or by item.
items could also have "offers" open which could be submitted below the buyout.
when submitting offers, the currency would be dropped into a box, reserved against the item, so that if one party isn't online, the trade can still occur.

* there would be a trade NPC in towns/in your hideout, who allows you to search for items with various categories and filtering (like POE.trade).
this would show you the items similar to the normal vendors in town.
also the trade NPC would allow you to browse a certain account's trade tabs without filtering. (shop threads could link from the forum to the shop in question)

* when you buy something for a buyout, or your offer is accepted, it is taken from the seller's trade tab and put in your inventory. the currency would be put in the same tab and position that the traded item was in.

* there would be messages waiting for you detailing your offline trades when you log back in, or would be listed for you when you re-visit the trade NPC: e.g. "xxx bought xxx for x chaos from trade tab x"

this system would retain a similar method of trading we already use, allow buyouts/offers, searching, and would also make currency trading much simpler and fairer.


flipper heaven confirmed.

But that still better than not having anything
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ItsRay wrote:


flipper heaven confirmed.

But that still better than not having anything


it's basically the same as we have already, but better, and in game
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monosama wrote:
"
ItsRay wrote:


flipper heaven confirmed.

But that still better than not having anything


it's basically the same as we have already, but better, and in game


But don't you see how incredibly this favours trade-bots? beeing able to flip 24/7 from within the game with filters to compare prices..
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ItsRay wrote:
"
monosama wrote:
"
ItsRay wrote:


flipper heaven confirmed.

But that still better than not having anything


it's basically the same as we have already, but better, and in game


But don't you see how incredibly this favours trade-bots? beeing able to flip 24/7 from within the game with filters to compare prices..


This "fear of bots" is why they might force player interaction. I don't see it. I've never understood why people think that flipping is evil. Players get items they want. Players who supply them make a profit. Players who want to sell their finds have a buyer.

Any argument against flippers eventually becomes an argument against allowing trading at all.

This is the heart of why we haven't seen any action on trading for all this time. Their restrictions on what they are willing to consider are likely contradictory. That's why I'd like to hear what they are.
yes i see your point.
my thinking is that any kind of asynchronous system would be exploitable.

if it's less convenient than poe.trade/procurement then it will be useless to implement it.

perhaps a simple anti-bot system like a captcha would solve it. ie. to complete the trade you have to type in a box or do something more creative/thematic.
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Shagsbeard wrote:

This "fear of bots" is why they might force player interaction. I don't see it. I've never understood why people think that flipping is evil. Players get items they want. Players who supply them make a profit. Players who want to sell their finds have a buyer.

Any argument against flippers eventually becomes an argument against allowing trading at all.

This is the heart of why we haven't seen any action on trading for all this time. Their restrictions on what they are willing to consider are likely contradictory. That's why I'd like to hear what they are.


agree
"
Shagsbeard wrote:


This "fear of bots" is why they might force player interaction. I don't see it. I've never understood why people think that flipping is evil. Players get items they want. Players who supply them make a profit. Players who want to sell their finds have a buyer.

Any argument against flippers eventually becomes an argument against allowing trading at all.

This is the heart of why we haven't seen any action on trading for all this time. Their restrictions on what they are willing to consider are likely contradictory. That's why I'd like to hear what they are.


flipping mustn't be "evil" even tho I still don't like it. Where it gets bad is when bots buy all items faster than you ever could and reselling them higher. This will lead imo to inflation

And even if it wouldn't lead to even more inflation, it would force you to run your own bot if you want to stay competetive/have a chance of getting the good items
Last edited by ItsRay#7787 on Oct 13, 2015, 8:54:36 AM
The bots are providing a service. They quickly buy from people who want to sell quickly, and they provide items to people who can afford to pay their mark-up. If you want to compete with that, you have to provide a better service. The problem is, all three players in the seller-bot-buyer system are happy. The only unhappy person is a 4th party not even in the loop.

If you really feel that this would be bad for the game, you have to say that you're against trading at all. You have to use say that for some reason that efficient trading taking place is bad for the game. I think it is... I choose not to trade at all. But that's my choice. It makes the game more fun for me.

Once you open up trading to become more efficient, you have to deal with a change in the assumed power of a typical character. The game has to be made challenging for characters who have access to what ever items they might want. That leaves self-found play at a huge disadvantage... possibly too great a disadvantage to be enjoyable.

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