Bind on Trade - a trading solution
GOAL: The system must find harmony between a) finding loot is rewarding AND b) a marketplace with instant buyouts.
CHALLENGE: If playing the auction house is the by far the best way to advance then reflexively playing content to find loot is less rewarding. But not having an auction house is frustrating in that trading doesn't feel like expected in 2019. Experiencing a system that is literally only present to stifle you in time will grate you down. Solution: Bind on trade! How it would work: For all items other than currency they drop with a TRADABLE value of TRUE. These items can be used on your account (within league) as you see fit. When you are done with the item or want to profit from it you can put it on the marketplace/AH. When anyone else purchases that item the TRADABLE value changes to FALSE. The item is now account bound. It doesn't matter if the purchaser equips it.... it is theirs forever. The only way items can be exchanged between owners is the marketplace no direct trades possible. What I see as the effect of such a system: A) When you find a build enabling item like a cool unique you can still play around with it without worrying about bind-on-equip like in World of Warcraft. This allows the player to enjoy the game knowing the value of the item is not erased by them enjoying the item. (This is key...players must not only kill monsters for currency drop but they must kill monsters for potential of further enjoyment) B) Trading will be instant...fixes the issue where now you spend a lot of the game time not actually playing the game. C) Items will hold their value better. As it works now every time a really good item gets generated it stays forever and over even a 3 month league a 2-3 exalt budget is more than enough to make a build to kill the hardest content. D) There is no profit in market manipulation of items. You could still theoretically manipulate currency but with the fluidity of instant markets that is hard. E) For group loot to work you would need to develop a 30 minute timer where the item can be traded to anyone in the instance when the loot dropped without penalty. OR an overhaul where loot in group play is evenly distrubted a head of time...this would kill leech parties though. F) When I said all items other than currency have the tradeable tag I meant all items. Scarabs, Fragments, Maps, Fossils, etc. G) Selling crafts: Equippable items can have their TRADEABLE set back to TRUE if scoured and any enchants removed. (New crafting bench item to remove enchants) H) You could massively change the drop table because items will effectively be taken off the market so more items will not need to be junk The tl/dr: BIND ON TRADE. Last bumped on Apr 24, 2019, 2:56:52 AM
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Eggs
Dee Uploaded an awesome Exsanguinate Freeze Explosion build on the forums - https://www.pathofexile.com/forum/view-thread/3508506
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You posted this bad idea 3 weeks ago. It's STILL a bad idea.
This destroys things like : Crafting services (dont have that rare craft? you lose) Crafting for profit (bought that base, now you're stuck with it) Resale (Bought stuff for ANY build, didnt like, currency GONE) Mid tier upgrades (If i spend anything on an item, and then replace it, the currency i spend on the first item is gone forever) Last edited by Thror2k5#7154 on Apr 23, 2019, 4:28:45 PM
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" Isn't this harmony what we currently have? Finding good drops = rewarding BECAUSE you have the ability to sell it. Instant buyout is something we do not need. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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i have no problems selling my stuff to masters. if i picked something up accidentally that is.
bind on equip? muhahaha, prepare for reddit folks to tear ggg a new one because ggg wants them to buy stash tabs. not to speak of this forum.. age and treachery will triumph over youth and skill!
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" It just changes how crafting services work. You could make other people's crafting benches available but with a price. Resale is a fundamental problem with the economy. The fact that items do not get off the market is exactly why they need to keep trading annoying. If it is instant buyouts with items never going away you very quickly are accessing the best items from a pool of 30k+ players meaning you will effectively never find anything really comparable to what is on the auction house. Our current model is just frustrating and causes you to stop playing for long periods of time in order to play. Alternatively, you could have a consumable only AH which would relieve much of the annoyance. |
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Even if you don't love the idea overall, I think it would be very cool to see it implemented for a league.
It's nice to see an idea that address the horrible, mind numbing, unimmersive trade system we have now, and still reconciles the goals the trade manifesto had about making trade hard. (I don't agree that easy trade is doom and gloom personally, but I guess Chris does.) |
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They'd simply remove trade first. Easier solution. Easier to implement. Already been tested.
That's not going to happen either. |
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I support this suggestion.
Crafting services can be solved in a different way to keep "trade=true". Maybe this solution could make it possible to give us players better drop rates? |
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Solutions that make things more complicated and introduce new problems are not solutions.
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