We need to adress trading to make community feel alive again


Goals for a Fixed Trade System:

  • Preserve fair progression.
  • Encourage meaningful trades.
  • Deter item dumping/gifting.
  • Keep trading exciting and rewarding.

Suggested System: Item Tiered Barter Trading (ITBT)

1. Item Tier / Level-Based Valuation

Each item is assigned a Trade Score based on its:

  • Item level
  • Power tier (e.g., Sacred, Ancestral, Uber-Unique)
  • Affix roll quality
  • Rarity class (e.g., standard, crafted, unique, Uber-unique)

Think of it like a “gear score” but used only for trading fairness.

2. Trade Balance Meter

In trades, a meter shows the “fairness” of a proposed trade. You can only complete a trade if:

  • The value difference is under a set threshold (e.g., ±5%),
  • Or you offset the imbalance with tradable currencies (e.g., gold, obols, crafting materials).

Example:

  • Trading an ilvl 925 Ancestral Sword (Tier 7 value = 700)
  • You want an Uber Unique Helm (Tier 9 value = 1000)
  • You can offset the 300-point difference with rare materials, obols, or multiple Tier 7-8 items.

3. Trade Tokens or Limits for Imbalanced Trades

To allow for some flexibility:

  • Players earn Trade Tokens through gameplay (e.g., Ladder rewards, Drop luck in endgame content,…).
  • Tokens allow limited number of high-imbalance trades per season.
  • Prevents trade abuse but keeps strategic gifting possible.

4. Bind-on-TRADE for High-Tier Trades

Any item involved in a Tier 9 trade becomes bound after first trade. This prevents reselling/flipping.


Bonus Incentives to Trade:

  • Seasonal Trade Challenges: Milestones like “Trade an item with X stat” or “Trade with 5 different players” offer cosmetics, mats, or XP.
  • Player Marketboards (Guild-only): Allow limited-item posts in guild halls (avoids global market flooding).
  • Trade XP or Rep System: Trading high-value items earns small perks (emotes, cosmetics, extra stash tabs, trade reputation).

Anti-Exploit Measures

  • High-value trades are logged and delay-confirmed to prevent rapid item dumping.
  • Trade bots get flagged if they trade more than N Tier 9 items per hour/day.
  • No trading across more than 20 ilvl difference, period (prevents boosting lowbies).

5. Cross-Class Item Discovery

To incentivize a robust and diverse trading economy:

  • All classes can now find unique and Uber-unique items for all other classes.
  • These items remain unusable by other classes but are now tradable via ITBT.
  • Class-specific items gain slightly increased drop rates, but are evenly distributed across all players.

Why this matters: This dramatically increases the availability of rare, build-defining gear and motivates players to engage with others—especially in the late game, where most are hunting for very specific pieces.

Example:

  • A Sorcerer player finds a Doombringer (traditionally a melee Rogue/Barb weapon).
  • They can’t use it—but they can trade it for a Raiment of the Infinite they actually need.
  • This promotes a circular economy of high-value item exchanges.

In addition to all this I recommend adding cross chat of all servers on the trade channel up from 12 to 120 players.
I think a Auction House with the above designed rules could function properly in addition to avoid players running to D2Jsp asap.

This is the only reason why Diablo 2 LoD feels less dead 6 weeks into each new ladder, while this game feels like I am playing completly alone in a huge world that was designed to be an MMO. Yeah, it was designed to be engaging.
But right now this game could have launched as a single player game and it would have been the better choice.

3 Likes

As long as they do it like LE. Let those who want lower drop rates, trade sim, RMT seperate from those who have no interest.

Drop rates now are pretty good for self found.

I do appreciate the effort you put into the idea. Very original.

A lot of that sounds pretty good to me.

1 Like

Yes they are nice for solo self found.

I don’t want devs brains to explode thats why I didn’t suggest and design a solo selffound mode and a “limited trading”-mode which should also be an option next to hardcore/ softcore.

Think of it like a mode how it currently is and a different mode that is more open but not too open with trading, basically the rules I explained above.

With that being said the dropchances in each mode HAVE to differ.
If you play solo you can’t allow cross class drops.
You can’t lower dropchance for specific items.

It has to be well balanced for each mode.

I dont think they need to seperate the instance but LE honestly has done one of the best options for the choice to trade vs the choice to find your own items.

1 Like

Haven’t played LE.

But I assume that if you choose to play with “trading” the dropchances are slightly worse and less tailored to the class you are playing while playing solo selffound has a slightly higher dropchance and only drops for your class?

Would make sense balence-wise.

1 Like

LE has 2 factions. If you choose to trade its drop rates are somewhat like D3 vanilla when it had AH and the self found is somewhat a bit better then D2 but things are still rare.

If you choose to trade in LE you need to trade to gear up.

Okay… but yeah makes sense.

They could actually use that then and still use the tier based score.

They could also make everyone start solo selffound and as soon as the first trade is done you lose the solo selffound “status” and you are officially in the trading faction

I honestly dont know how I feel about tier based loot in an arpg. D3 and D4 somewhat already have that with Ilv which imo is one of the biggest issue with itemization and the oversimplification with items.

I think we can all agree trader or self found D4s loot 2.0 has done the game a disservice.

I also hate smartloot in arpgs tbh

In a meantime, we shout in a trade chat like playing online games in 1990.

1 Like