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Edited by Vercingetorix07: 4/15/2017 4:30:24 PM
169

How to Implement Trading in Destiny II

Trading would be fine in Destiny II if they implement it like ZoS does for ESO. The way it works in that game is that endgame [b]gear earned in a particular dungeon or 12-man trial can be traded up to 2 hours from the time it drops to ANY player [u]that was in your group when it dropped for you[/u].[/b] With this method, the people who you trade with will have "earned" it because they did the same exact activity alongside you. There's no foul play involved. The gear is still only available to those people who work for it. [i][b]Trading would be restricted to only legendary armor and weapon drops [/b]found in endgame activities such as Nightfall and Raids.[/i] Everyone wins. [u]Frequently Made Counterarguments (FMC):[/u] [spoiler][b]1. “Someone will try to sell their drop to players – this will cause problems.”[/b] Answer: Trading with players is only allowed for Nightfall/Raid drops AND the player you are trying to trade with HAS to have been in your fireteam when the gear drop happened. Bungie can easily lock out possible “orbit trades” by requiring the trading players to have been present in the group from the start of encounter aggro until the drop. They won’t be able to “sell” drops to players who didn’t do the activity tied to the drop. For Nightfalls, it would mean both trading players would have had to have been in the NF from orbit to boss kill. For raids, this means from the start of the individual boss encounter (aggro) to the drop. [b]2. “It’s not fair – they could get carried and get the drop easily.”[/b] Answer: How is that any different than what we have now? People get “carried” to the Lighthouse or through a Raid all the time. Besides, by being present in the fireteam, they will have do SOMETHING during the fight and at that point, they’ve contributed and earned the loot. Newer raiders aren’t denied Vex Mythoclast drops by the game system during AoT just because they aren’t “experienced Y1 vets”. For example, everyone who helps kick Atheon’s butt (in whatever capacity during the encounter) gets tradable loot. Period. [b]3. “People may not feel like trading. What if they just hold on to a drop I need…”[/b] Answer: They technically have the right to hold onto their drop. A simple solution to this issue for “stingy randoms” is to bring a friend or two to increase your drop chances to trade with one another, rather than rely on the kindness of strangers. [b]4. “This will make raid gear too easy to get. People will trade and get everything from others.”[/b] Answer: Trading is optional. Also, people who don’t have the luxury to play as frequently as others can use this feature to “catch up” if they or their friends are lucky with drops. Some people also aim for superior stats on their gear or certain rolls and this feature can ease the RNG grind for many.[/spoiler] [b]EDIT: [/b]I put a section dedicated to answering the most common concerns regarding trading. The "counterargument" of simply "No" is not a position. If you want to give constructive feedback, please post it. I'm all for suggestions on how to improve this idea. The argument against this idea seems to just be "no" without an actual reason....

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  • I'm on board. ESO's trading system works very well. As a grandmaster crafter in that game I have had to learn the ins & outs of the trading system. The time limit prevents gear from being sold online. The fact you have to be in group & contribute to the battle/content is nice too. Overall it really wouldn't harm Destiny. The folks against it are just the bitter hardcore gamers who want to be as people out it "special snowflakes" &/or folks who feel everyone should suffer as they once did because they had to endure bad game/content design/mechanics. That said I would make sure to add 1 thing. Items, once equipped MUST become bound to that player's account. Example: I get Bolt Caster to drop. It stays tradeable for 1 or 2 hrs with folks who aided me in killing Randal. I equip it to see what it is like. Upon hitting equip the item becomes "Bound" & it is no longer tradeable. The reason for this is so veteran players can't give their friends their hand me downs. This is ensures that folks are still running content, & working for things. Without a "Bind on Equip" system. You could have instant lvl capped players in endgame gear. That said... If anything trading might actually reduce the current amount of paid carries being done. 1. Folks would play more as they know their group (probably of friends/trusted online friends) is likely to trade them what they need should it drop. 2. The time limits would prevent folks from just sitting in social spaces selling goods, selling em online & etc. For those who see that ESO has gold services. Those are: 1. RMT for a set amount of Gold. 2. Paid Carries (Like Destiny's current ToO & Raid communities) 3. RMT off items that are not from Trials (ESO's Raids) & Delves (ESO's Dungeons aka: Strikes). To be blunt, items that are always tradeable until they have been equipped once. Folks afraid of RMT being an issue... It already is an issue & its actually worse atm. As there is legit content that for the majority of players is gated by RMT. True, this gating is caused by the playerbase itself but...that is another topic.

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