EZ PZ, same algorithm, is the current market price for the two items within a normal gold value range bar some leniency for trends? done. If not, deny the listing.
but letâs not also believe that blizzard has a good history controlling duping either, so⌠i mean, it really all depends on blizzardâs efforts.
So only 1 item for 1 item?
The issues when it gets prices wrong grows even higher however.
Outside of D2 they have a decent history with duping afaik?
I mean there is console D3, but that is because of the laughable local saves.
If that can happen it makes it easier to make RMT.
i mean, multiple item trades is not out of the question.
offer 1 Ber rune
for 2 Sur rune
offer Cham + Zod rune
for Ber rune
but it would take some studying of the item system, observation, and time to control outliers.
Perhaps not but plenty of mathematicians, data annalists and economists exist in gaming for these types of roles.
I think there should be trading because PvP wouldnât thrive without trading. With peer-to-peer trading completely prevented and blocked, creating a character with solely PvP purposes would be painfully slow. For increasing the life span of the game and allowing different dynamics and interaction between the community, developers either have to allow trading or looking for ways to improve their match-making system to separate players in tier brackets.
Looking at how Diablo: Immortal failed at this where they pit whales with small fries together, I have no hope for Diablo 4 as well so I say allowing trading is the best way to improvise and increase gameâs life span for creating a community.
Now, since PvE and PvP are cobbled together in Diablo 4 with Grounds of Hatred, it may not look so smart to make a character with pure PvP aspects, I agree. Still, no-trading would make things pretty slow to cover your characterâs weak sides in an online arena and without trading, you might have no hope of utilizing the hazards of environment against the whales or highly devoted players.
Especially if weâre talking about the randomization and dice rolls taking control away from player and finally get into the driving seat after a chain of bad rolls. You wouldnât want that to happen to any player. Itemization and loot for player progress plays a role here. Grade of items has to be well balanced and thought out throughly.
On a second aspect, if a player-1 wants to play build-A because they think itâs cool and saw it from a game magazine or online outlet, they will go for it. In case dices roll what they wanted, they will complete it but if not they will not bend around the build and insist on what they saw online.
Another player, letâs call player-2, might create a unique build-B with random drops they chose because they acknowledge the basis of the mechanics and can utilize them after a short process of filtering. Now, mind you, not all players are resilient on trying new things.
Second one is the player profile any developer would want, a player knows that thereâs a gamble and uses whatâs dealt to them. Sadly, most of your player crowd will consist of the first type profile who cries about their luck all the time and complain that theyâre not efficient or blame developers.
This is the influence of media. Even if you, as a developer, create a very good flexible system with alternative skill builds and abundant drop rates, someone, somewhere will complain about it because itâs not the shiny build they saw being theorized in a damn simulator. At least to mitigate all this drama creator loud voices over forums and to keep the diversity between players, you need some trading. Fitting everyone in one mold is not a solution in a RPG; you need diversity as well exploration, rewards and randomization.
As for drop and loot instances, I think a mix between separated and shared instance should be the thing. Some bosses and elites, have different loot tables for shared and separated instances to allocate them between players. Materials dropped should always be at separated instances per player with some random extra items where it applies.
Some items might only belong to the shared pool for that boss that can be swooped by anyone if a boss were to drop it. Otherwise, same high grade items that drop from normal monsters should only be at separated instances for each player.
Thatâs my opinion on the matter.
I think loot instances must be tweaked around whether theyâre low or high grade and if it can be traded without penalty or not. As for trading, I think the highest grade items (unique, mythic or primal ancient grade) shouldnât be made tradeable and always drop at separated instances.
We know a grade lower (legendary, epic grade?) could be tradable with some restrictions as well, they should either be traded once only OR lose their max durability with each exchange where they finally hit a low point where trading isnât possible.
This was David Brevikâs idea; one of the forefathers of this franchise and I support it. You may complain that you could get an item that breaks every now and often with very high repair cost, it would prevent the next buyer to flip it with the higher selling price.
Think about the grander scheme, if someone buys a very good item with perfect condition from online, they can sell it for higher price when demands call for it. When someone buys a digital good with perfect condition, they will always flip for profit if real money can come into play and it will eventually. What you can do is setting some rules for restricting such scheme.
Lower-medium grade items that has no certain uses for a specific class, perhaps crafted items, should only be tradeable for three times if theyâre not account bound the moment you pick it up.
This rule can be loosened up as well, where instance for some crafted items are not separated as they come out from Blacksmith and you can intentionally drop them on the ground by filling your inventory, for other player in the same session to pick it up and become account bound. Before you point out that item picking player can smelt it for profit, the material return on salvage ratio would be set to abysmally small for these type of items and resulting item can be very random.
Lowest grade items being magical, rares and normal quality, they should be traded and exchanged freely between players with no repercussions. This is until theyâre smelted and become Account Bound for personal use hence removed from the market permanently. Determining an end user must be the first and foremost goal of trading system by any means.
I may have a few things more to say but letâs end this here and Iâll edit them in later.
I think all items should be tradable, but premium items should be limited in number of transactions.
in a perfect world, i would say yes to trading.
but it isnât, players will RMT the heck out of it while also cheating/botting the entire time just to make a quick buck.
and this is why we canât have nice things.
I think the design in D3 is not that bad. You can trade recent drops if youâre in the same group or if, in D4âs case, among the people who attacked the same world boss.
I donât think they should let you trade it to any stranger like an auction house or there will be a lot of botters taking over the auction house.
they should add a revised version of the D3 AH but any item you place the price is not set by the seller rather it is based on the quality and or rarity of the item listed
say you find a 1h barb sword if theres like 50 others of the same type itll go for like 300 to 500g but if its a lego itll be like 3k etc
players wont be able to set the prices thus they cant fleece others but you still can make a decent profit from rare items and so on
The best method would be to create a system in which money is no longer the driving force and over it poverty and wealth are created, the distribution of values for the benefit of all is reasonable.
This would open up an incredible amount of possibilities and many more, but as a partial aspect of this, Diablo 4 and all other games could basically have in-game trading again, since no one wants to do business with it in the rl anymore.
Since this is not the case, it needs therefore in our money prison further restrictions on freedom to create with it a fair basis for all.
Therefore the endless debate how to best raise the trade, so that there is a trade, but this is not misappropriated.
It would be very bad if you could not give found things to your friend even if you found them alone. Or simply make strangers a pleasure. But this means that, for example, the item 1x can be exchanged and then immediately bound.
This prevents then however again not RMT⌠Ergo, it probably also needs another rule. In the end, it will always be about protecting an aspect of the game core from being destroyed, because RMT and all the negative side effects will come into play.
And if all that doesnât help, weâll just sacrifice trade in the game to keep RMT out.
But the basic problem is actually a different one, only we hide it and not only in DiabloâŚ
I Would like somekind of trade option⌠NOT like D3 AH, and not as slow as D2s
Maybe something like this ( Requiers a bit of coding, but its a next gen game right)
-Gear dropped can be traded with friends for 1 hour. Soulbound after trade or timer expires
-Gear dropped can be traded with dark dealer for 1 hour. Soulbound after trade or timer expires
-All Gems, Crest, Runes ect. Can be traded all the time but only at marked value
-Marked Value is set During Dark Marked Event
-Dark Marked: is a Player event like Auction House every 2 weeks or more.
-Pgs will be the main buying currencyâŚ
-No Gear is sold.
-Players Offer Pgs for different items they want.
-When Dark Marked Ends Marked values are calculated.
As for items, a new NPC
Dark DealerâŚ
-Tell him what you are looking for 1-2 items at a Time no specifics.
-
Item type (sword)
-
Item lvl (35-40)
-
Item dmg/def (min dmg 70)
-
Item stat. (min â10% on hit to cast ?â or âAncestrial power 30â )
-when other players get a Nice Drop. The Dark Dealer will inform them that he has people that are interested in that item. Give it to him and hope for the best ;D
-The players looking for item gets a notice (max3) if the search matched. And can then offer Pgs for the items one at a time. When the soulbound timer expires the item and Pgs are Traded Regardless of the price.
D2 never had 1. D3 was pay everything for stuff/shizz !(till R.O.S) i had nothing to do with!. D1 was amazing!!!+!!! and it was superirior! In every way⌠trust me! D2 was nostalgia⌠apart from RUNES RUNES RUNES RUNES RUNES! No diabolical shiz tho!
Love yo, like i loVed⌠D3
Love runes⌠btw xx
I freaking love D1 forver and ever and ever and ever and ever and ever and everand ever and ever and ever!+
I do think being able to trade with people only on your friends list only is an interesting idea.
- make it so item can only be traded if they were friends with you BEFORE you picked it up
This way if you find something you want to trade with a stranger, well if they werenât on your friends list before it dropped, it canât be traded.
If p2w websites create accounts where they ask people to add an account to circumvent this, Blizz can easily keep track of this information by keeping an eye on these sites and banning these accounts. We expect some policing of issues like this and this is something that can be googled by anyone so Iâm sure the anti cheat Blizz department can also access this information regularly.
If something can only be traded once then they canât be passing it over to other accounts to trade to try and hide their levelled up account.
I actually think this idea has some merit to it and might work. If anyone can think of a way to exploit this please let us know.
Oh and instead of âsoulboundâ letâs go with âaccount boundâ instead I want to give my rouge the BiS helm I just found for it on my Barb. I see no reason to not let us share loot between characters especially since Blizz announced there will be no AH, only trading, and no trading of top tier items. Finding a super rare BiS item on one class and not being able to hand it over to one of your alts that need it is a really horrible feeling.
The idea of an npc merchant of sorts that could take our loot is an interesting idea also.
What if the entire AH was run by an npc. Players werenât allowed to list anything, instead Blizz would design a system where it lists items for us in a fair way that circumvents p2w black markets. All we were allowed to do is buy from the AH. Maybe players could participate in price changes via the forums and through community feedback on a regular basis, which could get Blizzard to adjust prices to where players are happy, AND even circumvent whales flipping items and over inflating the market.
I think there are many ideas Blizzard could be exploring here.
Rewarding loot drop + Target farming â Trading
The problem with trading are
-Suedo P2W will happen. People will use iRL $ to gain advantages.
-Promote lazy loot acquisition design. Why bother to make well design loot acquisition that allows target farming when people can just trad. PoE is an example of this problem.
-
Trading took away time that you can use to kill mobs.
-
Promote farming currency/mats/gold to âbuyâ gears that is a factor les fun that finding/refine/crafting your own gears.
Pro of trading
You can get what you want, that you otherwise not due to poor RNG
but the problem can be mitigated with better loot/crafting/item modification design
Loots have âvalueâ, especially loots you do not need but others may.
This isnât a a bad point, but an alternative is loot you do not need can be salvaged to use mats. I think joy of getting your own good loots->buy from market or trading.
Thatâs coming form someone that has done 100s of trades in PoE.
Thats my take. But if we are to have trading, make it limited, & allow eother trading for really hard to find RNG base items or limited to certain tier of items.
Free trade leads to RMT.
No trade means you can not trade with close friends/family.
A solution would be to limit trades to 5 players (or some other small number) that one chooses where no trade could be made between this group prior to 3 consecutive months on this family/friends list. This 3 month delay would greatly hinder RMT.
I dont think trading between friends should happen outside of when playing together,
BUTâŚ
how about instead of basing the above on how long people where on the same friendlist, base it on how many hours you have actually played together.
Like, if two characters have played more than 50 hours together, you are able to trade 1 item that dropped after reaching those hours.
At least that encourages playing with those friends, instead of just a passive thing like being on a friendlist. The primary method for sharing items between the friend group would still be to actively play together when an item dropped, but the above would allow for a few additional items being shared, if you happened to find something they could use, while not playing together.
(I still dont think this should be allowed, just a What If scenario)
How about adding blue and yellow items to the list?
They are not endgame, just gap-fillers until you deck out in legendarys and sets.
Yellow items are supposedly endgame items in D4.
So only white and blue items could reasonably be traded, if we want to avoid trading of highend items.