New Trading System IN MARCH 2014?!

Just make procurement ggg style in game version. No one will complain about that one. I have procurement downloaded and installed but I just hate to use it.

Please GGG trading procurement style in game shouldn't be that hard to make and it would bring this game to another level. Hell ill even pay for that in game trading system and I'm sure a lot of players will gladly support trading system in game through micro transactions. Just come up with some feasible idea on how to use it to support the game.
Last edited by Sidad#4699 on Oct 13, 2015, 4:54:47 AM
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being something like this: this would work around the drop in sales of stash tabs if the current way of trading was superceded.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.
"
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
"
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
"
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..
"
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.
"
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

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