I haven’t seen any one use the “Trade” option at all. I kinda think the auction house could be a thing, but not the kind the old one was. It would be kinda cool if players were able to trade items with each other, instead of having every single item “Account bound”. Like for example, I can have an ancient glove for Barbarian which I don’t play, but some one could really use them. Why won’t Blizzard let us trade items with each other ? Death’s Breath could easily be a currency. The game 2Moons or Dekaron has a system like that, and the currency depends on server, and I think it is a wonderful idea. They could make it a bit harder to get legendary and set items and just let us trade them for other legendary items or for example crafting materials. It is kinda boring to get 100+ legendaries per day if you grind enough, and maybe, just MAYBE ONE of those will be of ANY use at all, others will be average to mediocre at best. It kinda takes the fun and excitement out of seeing a legendary or set lying on the ground because you think to yourself “Wellp that will almost 100% be converted to +1 Forgotten Soul anyways.”
TLDR, why would it be SUCH a bad idea to make legendaries and sets harder to get, but when you do get them they have better stats, and then let us trade and sell them for in-game materials only like Death’s Breath or other crafting materials ?
When my clan was active, and we regularly ran content together, I used to trade items with people all of the time. The system works.
Blizzard is not going to open up global trading in this game again because they know it will lead to real money transactions on the side that will attract the opportunistic (and shady) crowd that thrives off of that sort of thing. Having everything of value be accountbound also removes the incentive for account theft.
If you are tired of seeing legendaries you don’t need drop all of the time, play on a lower difficulty like Torment 1 and don’t run rifts. You will see much fewer of them for sure.
What makes you think this cannot be abused by botters? Selling a bunch of death breaths for 2beeeeees or real money.
Anything that can be traded with 0 restriction can be abused and profited. Depends on how big the game audience is. You could buy stuff etc in titan quest if you are able to find a seller, but of course an item in an almost dead game is of no value. A bigger game like this? Its gonna be worth a lot more.
All materials in the game are account bound. The exceptions are Inferior, Normal, Magic, and Rare items, which can be tossed on the ground and picked up by anyone. However, once they are salvaged into Reusable Parts, Arcane Dust, and Veiled Crystals, they are account bound.
Trading in the game can occur, but only between the players that were in the same game at the same time, and within two hours after the item has dropped. The timer stops if the person leaves the game and exits Diablo III, and resumes when the game is restarted. At that time, even if the player with whom the item can be traded is in a different game, they can still join your game, you can drop the item, and they can pick it up. After the two hour countdown timer, which displays on the item property sheet, expires, the item becomes bound to your account.
That is the extent of trading, and Blizzard designed it that way to eliminate the problems of third-party cash sales of their items, and the liability it introduces for Blizzard.
You can really keep a item for ever without the timer going down. All you have to do is make a mule. Put the item on the mule and the timer stops. I’ll do it if I’m playing with a friend or clan member.
If I get the item and they leave the game before I can give it to them. I’ll save it and still have it for them next time I play with them. But that is about all you can do. You can’t sell it. You can only give it to the people you were playing with at the time.
And what makes you think I cant earn real money trading in game items only? Are you that dense?
Nerd1: Hello dawg im selling this turd gear for 100bucks, you up?
Nerd2: Sure man, whats your paypal?
Nerd1: Its TheDart@boygenius.com
Nerd2: Done, check your balance.
Nerd1: Aite, lets trade.
Unless you are oblivious to the 2 hour trading window with other party members when the item dropped, then kindly refer to the above.
Because there’s no need for trading at this stage, considering how easy it is to gear up, or at least find the legs you need for your build (farming mats to reroll the perfect one is another story).
Unlimited in-game trading always leads to third-party, grey-market trading, using real money, for desirable in-game items. You need look no further than back when Diablo III had unlimited trades…
I did enjoy trading back when D2 was big, but it brought way more problems than it was worth. That game was ruined by bots, hackers, and grey market sellers. It was kinda hilarious how bad it got actually. But the crazy loot drop frequency in D3, and the fact that this game is literally designed for farming and grinding, means that there is really no use for trades. Trades are just a short cut like any other cheat that ruins the satisfaction of finding that really great item after hours and hours of grinding. And I think that the re-rolling, upgrading, enchanting, gambling, and cubing mechanics they have in game are pretty decent workarounds for someone who is really stuck on that last piece of gear.
Don’t forget the infamous Teeming Necklace, a much duped item thanks to Blizzard’s enthusiastic account rollbacks, which at last report sold for $5000:
They were unable/unwilling to do something about bots and actively helped people to dupe items so they went the easy route and removed trading from the game.
They screwed up big time, but they already had our money so there was no intention for them to put actual effort into the game anymore.
RoS was nothing but a band aid fix for a broken product.
How would you be able to do that? It is your characters inventory not in your stash space. You can’t sell or trade any thing in your character inventory. Plus people have ask for this to be in your inventory instead of the stash space.
ROS really turn the game into a contest more then any thing. All this about is that people want to make it easier to get stuff. Then working for it. Basically everything today is given to you a silver plated and rains from the sky.
Well, on the extreme off-chance that blizzard would implement the OP’s idea, then it wouldn’t be much different from how you were able to trade gold with other players during Diablo 3 vanilla. Just as vanilla gave players the option to trade in gold, so too would players be able to trade using materials as a currency. While having the trade window open, you would just have the materials lined up with one another and text boxes underneath or beside them where you’d be able to type in the desire amount of materials you would want to trade.
This way, a seller could offer interested buyers an amount of death breaths in exchange for real money. If a buyer accepts and pays the seller, all the buyer would then need to do is trade the seller a random item, in order to receive the death breaths.
So:
Seller offers 10,000 death breaths for an established amount of money.
Buyer agrees and pays for the amount needed, then both buyer and seller enter game together.
Seller initiates trade with buyer, and offers the 10,000 death breaths, while buyer offers a random item.
Both parties accept the trade, and buyer walks away with 10k death breaths, while seller walks away with the money.
^^ LOL…as if that would work. You know how long it would take to accumulate DBs? When account bound items first came about, Blizz forgot about dyes, which you could buy from a vendor, and third parties tried to use those as currency…Fail.
Concerns for bots exploiting the economy is secondary to the fact that D3 doesn’t need an economy. Having a trading economy was in fact detrimental to the game, as seen by the AH and its subsequent removal. Buying your way to a new power ceiling isn’t fun. Managing an economic footprint instead of playing the game isn’t fun.
Trading has tons of design implications. I vastly prefer the existing limited trading design as it has implications for many other gameplay designs.
Beyond the design side effects, I don’t think trading is all that interesting of a mechanic. In the context of most game economies, trading is just math and accounting. I’d rather be killing demons.