Introducing the Trade-House Idea (Offline Trading)
Why can no one understand how this would easily work.
<---------> 1: people cant post on the fkn items thread. They can only whisper the player with an item up for trade. The player that has their item up for auction can then accept or decline an offered item(he can filter items by relevance to what he wanted to trade his item for) .This also makes trading less personal as there is no talking involved.Once a player accepts an item it is instantly traded whether the other player is offline or online. 2: Items are sorted by name or whatever the player sets it too. Sure he can set it to newest if he wants. This has nothing to do with "newest post" though seeing as you cant bump the thread because you cant post on it. 3: pick out what kinda item your looking for with these handy things called filters. Theres also this new handy function called search. Its kinda like google but only for the forum! WOW <--------> There its like an AH but on a forum. Whats the problem. *edit* Also malice you weren't actually addressing the problems. You were only telling us how the actually trading would happen once you get to that which is pretty straight forward. Cheaper than free... Speedtree
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question becomes, if you are going to put all that effort into building it on the forum, with ALL the robust features of a full AH... why not put it IN the game :P.. you know, where 90% of the players that don't use a forum will be?
Not that you can answer that, but that's reality. I can't wait for the fiasco that this will be with the massive amount of dead auction links. GGG has thus far shown themselves to be clever and resourceful... so I can't wait to see what their solution actually is... cuz it'll be a magic trick no matter what :P If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
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I dont mind having it on the forum. The forum could be implemented into the game later. Personally I think it would be cool to get as many people on the forum as possible. As when you have only 5-7 people in a party it will be hard to meet people.
**edit** Dead action links? if your talking about auctions once they are complete.. the I guess they disappear automatically. Cheaper than free... Speedtree
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The developers of Final Fantasy XIV designed their trade system entirely around player shops based on the premise that it was more "personal" and had a nostalgic feeling that was lacking in modern games. They learned very fast what a horrendous disaster it was to try and use. There was no way to properly sort all of the things being sold, or even to categorize shops since they often sold a wide variety of things. In the end you had to browse through every single one of the shops to find any given item, and even then you had no idea what it should be worth.
If there's no support for automated sales and purchases that means your best alternative would probably be something like Maple Story's basilmarket.com. Their auction interface is great, but it's still an incredible pain to contact and arrange meetings with players to do the trade. Maybe...MAYBE (and it's a big maybe) if they have a Currency On Delivery mail system, trading might potentially not be an incredibly stupid headache, but of course there's still the fact that all that time you spend entering in exact item stats and monitoring your bids will be completely ignored by the vast majority of the population who will inevitably not use such tools. An even bigger problem is the farmers who will probably have farmed the item you want in far less time than it takes you to trade for the money to buy it, making third party item farmers all the more lucrative. Last edited by Strill#1101 on Dec 10, 2011, 6:06:18 PM
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" http://xbox.incgamers.com/Interviews/293/grinding-gear-games-path-of-exile-interview-part-2/4 So assuming they will indeed have such a feature, I think I can see how it would work. The most important thing is that players can exchange one currency item for another using this system. When a player puts an item up for sale, they set the price for it in multiple currencies. When someone buys an item, the game automatically looks at what currency items are being sold by other players, and allows the buyer to automatically exchange what currency items they have for what the seller asks for at the cheapest available rate. It's still an extremely complicated system having to keep track of so many exchange rates, but hopefully the prices of currency items will stabilize or players will settle on one currency item to do most exchanges in so that people don't have to think about exchange rates too much. EDIT: I said "cheapest available rate", but when I think about that, I realize that with 20 or more currencies, each of which may be exchanged for one another, the math needed to calculate the cheapest price may be very complex, particularly with different exchange rates depending on whether you're exchanging to or from a given currency. You'd probably have to apply some kind of graph theory analysis to that to get the answer. Last edited by Strill#1101 on Dec 10, 2011, 6:24:41 PM
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There are always possibilities to find an appropriate solution, in any case.
Its easy to implement a well working AH in a game with such a currency system like poe has. All you have to consider is the following calculation ratio: The most valuable orb has 100% of value, all another lesser valuable orbs have lesser percentage of the max possible value (lesser than 100%). Example: The most valuable orb atm known is a Mirror of Kalandra so lets say, it has 100% of value. So you can now calculate further and extrapolate the value of all another orbs in game. Exalted = 20%. Divine = 10%. Transmutation = 0,25% etc. Now, each seller on the AH has to determine his own percentage for each orb AND which orbs he accepts. These entries must be saved for this user and his further auctions with the possibility to be changed. The seller can determine a buyout price between 0,25% and 100%. If the buyout is 30, you could buy the item for 1 exalted and 1 divine orb. I hope you understand the system. If not, ppls understanding that (or me) will explain. ░░░░░███████ ]▄▄▄▄▄▄▄▄▄▄▄▄ ▂▄▅█████████▅▄▃▂ Il███████████████████]. ◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤.. Last edited by bersi23#1195 on Feb 28, 2012, 11:31:22 AM
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I like the idea of a web-based trading system where you would be able to do business while not at home, say while travelling with a smartphone for example.
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My idea is simple
Put an item up for trade on AH for set amounts of time, u need an AH ticket that costs X & Y to craft, nothing serious or difficult but enough to stop spammers from trying to sell EVERYTHING. People bid by placing items,gems,orbs etc in a bid window, these items are then held at the AH The person selling the item can see the offers and chooses the winning bid and accepts the trade. Everyone else is refunded their bids when they next visit the AH. You could even have a "current winning bid" selected by the user so other bidders can see what they'd need to try better. And/or a description by the Seller describing the type of items they're most interested in receiving. :) |
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" That's exactly what i was thinking about!! Let me make it even more clear: 1. Create an item (orb/whatever) that cannot be traded and has SEVERAL possible ways/requirements in order to craft it. Easiest thing you can do is put an NPC in every town, who can craft this by opening a small window with let's say 5x5 slots. 2. In order to craft an "Orb of Trading" you'll have to put one white/magic/rare/unique item in there, as well as several possibilities of currencies (e.g. 1 orb of X, 2 orbs of Y, 1 orb of Z / or / 5 scrolls of wisdom, 1 orb of XX / or / etc...). Putting a magic item will give a chance to actually spawn an extra orb; a rare item should give an IMPROVED chance for that; an unique should give a chance of around 80%+ of spawning two orbs instead. They should stack to 100 maybe. 3. This NPC window should not close the inventory screen, so you can trade in stuff quicker without needing to talk to the NPC for each Orb of Trading. 4. You should be able to access the Trading Post by talking to the same NPC. 5. In the trading post, you can "expose" on the market one item per Orb of trading. This item can be anything, EXCEPT Orbs of Trading! The system from World of Warcraft can be used here, to put one item at a time and avoid spamming the server with dozens of items per player (at least it decreases the chance to lose data). 6. Here is the key: below each item that you put, you can write a comment (should allow a decent maximum amount of letters+numbers - maybe ~200) in which you can give information about what you would like to be given for that item! This could be the start of a bid & no-buyout system that will be linked with the following point. 7. For a buyout system add something: some slots in the trading post. Let's say 5. In these slots you can choose anything that can be traded, and below them an amount (all items[gear] will have this amount locked to 1). So for example, if you want a certain item with certain affixes/suffixes you can choose that for one slot, choose orb X for the second, portal scrolls in the third and a green support gem in the fourth. Any item linked in the slots will have only the description of their stats and 0/0% as values! Since this is a BUYOUT system - i.e. a FIXED value for buying out something - anyone who matches the 5 slots first will get the item. 8. Combining 6 and 7 means that a seller can choose, as a desired bid, a rare item for example, and write in the comment what the minimum values should be in order to consider accepting the trade. BUT, anyone matching the buyout will get it with no questions asked! This means that people have to be careful to not list stuff as buyout for "less"(and this word is subjective most of the time) than they want as a bid - but this is true in any kind of economy! 9. When more players bid on an item, they will have to input items/etc in a window similar to the one from point 7, i.e. with 5 slots. If whatever someone put as a bid does match the buyout(or goes above it in terms of numbers - but not for the gear items), he will automatically receive the item!(and be refunded the difference in item numbers where applicable). If not, the seller will see a list of people bidding for his item, with all the possible bids (bidding players should not be able to write comments). After that, he can select the one he wants, click an "Accept" button and the trade will be done. I know this seems really complicated but it's not. All we need is a number of slots to choose items, either as buyouts, or when bidding on something based on what a seller wrote that he wants to receive. After that, the only issue is with setting the right constraints so that the system doesn't get abused (e.g. the items put up for trading or bidding should become locked and unusable by the respective players, but still take up their inventory/stash space - and they should be able to be moved only among these two). * There should also be an option to report players that put swear words into their trading comments, because there will be stupid kids doing that. Using the system above will also allow transaction logs if any scam reports appear (player A, started selling item B, for Z hours, starting at the date-time C, and received the list of items L, at date-time D, from player X). * The other thing that needs to be implemented is some kind of "transport" system, or a buffer. An email one would be abused (so people don't buy more stash tabs for example). What can be done is to add a dynamic sized stash tab! When someone receives the items from a transaction, those items are put in that tab (remember, in the example above i considered only 5 slots, which means 5 items at maximum), that adjusts its size accordingly to fit all of them. Now here's the catch: as long as this dynamic tab is not empty, you cannot receive any more items from your transactions! And suppose those lists of items corresponding to the trades are stored in a queue on a per-character basis, then they could be made to expire (i.e. the items will disappear!) after several days after receiving them! This way you can ONLY slightly abuse the system to store more items, but if you don't do something good about it, you'll lose them! It's just like postponing the inevitable. Some other limits can also be imposed, like a maximum number of received transactions (everything over that gets deleted), a maximum number of posted trades in the trade post, etc. Sorry for the long post; i hope it was clear enough at least. EDIT: i forgot one very important thing! When choosing items in the buyout slots, the quantity should be set to 1 (as i've said above), but there needs to be an ITEM LEVEL RANGE that we can choose so that people don't trick us into buying out our stuff with low level items. The system will check the item level range and approve the buyout only if it fits. Last edited by CrusaderRO#2158 on Feb 12, 2013, 3:49:23 AM
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Here is my idea.
start with a bulletin board. then have each item listed ie. boots, rings.... then have a sub category breaking that down into 10lv increments. when you find an item you like there would be a small text box containing the sellers info and what they are looking for in return for said item. no biding to see how high you can get an idiot to pay. just set your price and wait for a PM. no need to wait around all day trying to sell a single item. the only thing I haven't figured out is a way to remove listings after they sell. maybe add and tag to items as they are posted and when the item goes into someone elses inventory that tag removes the item from the bulletin boards. now this is only my take on simplifying trading as I see it IGN: subcultural_girl, jusforkix
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