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Bearbeitet von The End: 8/11/2017 1:28:05 PM
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Trading in Destiny 2 [Debate]

I understand in the past certain design choices are influenced by an overall vision of the game. However many games have implented trading in a way that it is not abused or used for other purposes. I feel with some fundamental design choices for a trading system in destiny, this could really increase the longevity of the upcomming game. ------------------------------------------------------------- Benefits of Player-to-player trading; * Player Economy increases Longevity and replayability tenfold. * Restrict Trading Exotics and Items higher than your current maximum light in that slot. Or bring down the level of traded gear if above. (Trading a 200 Auto Rifle to a player who has a maximum of 123 in that slot will bring the gun down to 123.) * Lift or increase glimmer cap to allow players to accumulate wealth. * Restrict trading some items which Bungie feels players should earn. (Strange coins, motes, passage coins etc...) * Exchange silver for glimmer to combat Real World Trading. *Allow players to buy items from eachother with Silver, or failing that, Silver Dust. * This Eliminates paid carries, or decreases the popularity as sought after gear can be earned / bought by players who dedicate enough time into selling other gear to make enough money. However some items will still be exclusively for those that complete them, Emblems, Shaders, etc... * Gives players a reason to continue doing endgame activities even once all gear is aquired. Endgame activities will become very profitable and players will never feel dissapointed with loot drops, as one mans trash in another mans treasure. * Feeds the capitalistic nature in all of us and keeps us playing to accumulate wealth when there is nothing else to do. * Allow shared clan marketplaces, essentially ESO. *Allow Raid gear to be traded but just with members of your fireteam while still in the activity. Never again will your friend get the items you need and they dont and vice versa. ------------------------------------------------------- A game with this scope with a thriving player run economy would be great. Please i implore you, let your players decide, poll something and see the response of what the fan base desires. This is where you step in Community, agree with me? Show you support, our voices have accomplished so much.

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  • Bearbeitet von aboniks: 8/11/2017 6:58:57 PM
    You put a lot of work into that so I'll try to return the favor: [quote]* Player Economy increases Longevity and replayability tenfold. [/quote] Even discarding the arbitrary "tenfold" assertion, this overly-broad statement still lacks support. Player-driven economies [i]can[/i] add replay value to [i]some[/i] events in [i]some[/i] game models. It's not a universal truth. It requires specialized world design and game mechanics to support it. Destiny 1 didn't have that kind of design or those mechanics, and there's reason to think D2 would actually be less suited to it, given the removal of random loot generation. [quote]* Restrict Trading Exotics and Items higher than your current maximum light in that slot. Or bring down the level of traded gear if above. (Trading a 200 Auto Rifle to a player who has a maximum of 123 in that slot will bring the gun down to 123.)[/quote] Again, with the switch to static rolls, there's less reason to trade. There will be a finite number of distinct weapons available at launch. They will either be individually tied to specific content, specific zones, or available across the board. A trading system in a finite loot pool would negate much of the value of event completion for the people most likely to care most about purchasing weapons, ie completionists. People who want the rewards of event completion should complete those events. [quote]* Lift or increase glimmer cap to allow players to accumulate wealth. [/quote] We have a glimmer cap for a reason. Allowing players to accumulate wealth in a system where wealth is primarily a tool for taking shortcuts that reduce the time it takes them to consume a limited amount of content (ammo synthesis, crafting materials, access to faction equipment), works against the interests of the developer. If anything, I'd expect them to lower it. [quote]* Restrict trading some items which Bungie feels players should earn. (Strange coins, motes, passage coins etc...) [/quote] This is what they've already done, and they feel we should earn everything. [quote]* Exchange silver for glimmer to combat Real World Trading.[/quote] Not sure what this was supposed to mean, or how it was supposed to work. [quote]*Allow players to buy items from eachother with Silver, or failing that, Silver Dust. [/quote] We already have a sizable minority of the forum and the community that has a visceral reaction to the idea of "pay-to-win". I wish you luck trying to convince them this is any different. It doesn't matter who you pay. [quote]* This Eliminates paid carries, or decreases the popularity as sought after gear can be earned / bought by players who dedicate enough time into selling other gear to make enough money. However some items will still be exclusively for those that complete them, Emblems, Shaders, etc... [/quote] You may have a point here, but redesigning the game to support a trading system almost certainly would not be the most cost-effective way for Bungie to address people who pay for carries in order to access loot. The simplest approach would be to award loot based on performance, not on completion. [quote]* Gives players a reason to continue doing endgame activities even once all gear is aquired. Endgame activities will become very profitable and players will never feel dissapointed with loot drops, as one mans trash in another mans treasure.[/quote] It creates a cascading system of diminished content value. I complete Raid A, get Loot A, and start farming it for sale. This means there is no reason for my customers to complete Raid A even once, let alone repeatedly, unless they also want to sell Loot A, which they will have to sell to other people who will then have no reason to complete Raid A. So on and so forth. It sort of stumbles along, as long as there are always new customers, and new pieces of loot, but the net result is that there's less motivation overall for anyone to do anything other than stand by the auction house with their wallets open, handing money to whoever can find chumps to grind content for sweat-shop wages. [quote]* Feeds the capitalistic nature in all of us and keeps us playing to accumulate wealth when there is nothing else to do.[/quote] If you want to feed capitalism, go play the stock market. The raids are fascinating and the patrol missions require quite a bit of research. Excellent endgame, and cheating is illegal. Very engaging. [quote]* Allow shared clan marketplaces, essentially ESO.[/quote] As a sometime ESO player myself, I'm not sure how this is a benefit. [quote]*Allow Raid gear to be traded but just with members of your fireteam while still in the activity. Never again will your friend get the items you need and they dont and vice versa.[/quote] And here we're back to reducing the reasons to replay content, rather than increasing them.

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