Trading suggestion - Trade mules

How about combining best and worst of boths?

What I've seen GGG is against instant trading and auction houses because that would escalate hyperinflation even further

but average players are fed up using a 30 year old system that is about looking at a "craigslist", pm-ing potentially afk players and being scammed by being offered the item you did not agreed for...

Even if we don't consider these things, when I log in I want to play the game, not
"being online, browsing tradelists, pm-ing"
and abort my mapping because I got a PM and an invitation

So how about introducing a new microtransaction:
Trade mule
Giving you 1 trade slot with a time cooldown (don't know... daily or 12 hour reset)
You list the item for a price and when the buyer accept the offer, the transaction is done.
ขุดครั้งสุดท้าย เมื่อ 12 มิ.ย. 2025 12:00:14
I'd suggest to abandon the entire player run trade altogether. As soon as players can do that, the trade gamer scalp and inflate. There's no point in this. I'd prefer to paly the actual game, not the silly trade system.
why not listing costs in gold in an amount that botters cant constantly flip items like said in the last developer talk.

if you only can trade 1 item, the situation would not be better than now.
There is no fixing this.

You either have what we have now, or you get a free market with all it's pros and cons.

Using the market and trading is completely optional, though it's highly recommended to use trade to get actual good items.

I think the only REAL solution, would be to give players more freedom and the ability to upgrade their items without RNG.

The recombinator for example is amazing, but it's useless in campaign due to it's cost.

The ritual runes are a step in the right direction in how you have control over upgrading your items. but again that's late game.
"
Zoddo#7578 เขียน:


Using the market and trading is completely optional, though it's highly recommended to use trade to get actual good items.


Optional until your reach mapping. For 5 months I asked where did I go wrong, why cant I find items to progress, how can I finally break the progress wall, because "anyone who cant do T4 bosses are playing wrong"

Yet all the answer I got:
"Y U no trade?!"

The current game design is that SSF is a semi-hard mode.
If loot table would be more optimised I would start character there.

But normal league is about how much you can break the ingame dmg calculator... And for that you MUST trade.
Unless you enjoy this as "progression"
https://www.youtube.com/shorts/xxZFndj16VY


(looking at my inventory of a single breech ring throughout my entire gametime, and my necklace enchant that have distilled emotion I never seen dropped even though I can take t16 maps...)
In game auction house resolves the issue of price fixing; mostly.

Having crafting materials as "currency" only works if people WANT to use the currency for crafting. I bet >99% of players have never spent a divine orb trying to craft an item.

Ergo - it's just money - and subject to rapid inflation.


Solution: Get people spending the currency, and it keeps inflation in check.

Two part solution

1) Don't make crafting some kind of weirdly obscure process that non-elite players can't figure out or buy into.

2) RNG should be for the high end rich, and for small gains. If you're going to treat mid-high level currencies as dice-rolls, then they're going to proliferate because no pauper can afford to gamble them.

I'm pretty sure GGG know this. They just like the status quo as it brings money in from the whales.

รายงานโพสต์

รายงานบัญชี:

ประเภทรายงาน

ข้อมูลเพิ่มเติม