The demand is frequent and fervent, but it's from a very small minority.
Many more people do NOT want to see trading in the game than do.
That's what every single poll has shown.
English
-
I agree, I've voted against trading as outlined by those poll questions. This is a different proposal for trading than any I've yet seen. If you haven't taken a look at it yet, please do. I think since this proposal does not affect gear in any way, it avoids a lot of the problems people have had in the past. Let me know what you think!
-
What I think is that like all of those other proposals, it still involves inter-player transfer, which I oppose entirely. Nicely argued, though.
-
What about inter-player transfers are you opposed to?
-
Transfers ultimately pollute the game, bringing actual money into it. Your proposal is less intrusive than most, but it still opens the door for goldfarming and clan domination.
-
I'd like to challenge you there. As to [b]gold farming[/b] I'm a little confused as to what you mean here. As far as I can tell the problems with [b]gold farming[/b] in the setting of a traditional MMORPG, such as WoW, is that it distorts the in-game economy by inflating in-game prices of goods sold between players. As those prices increase eventually the in-game costs for fairly standard good rise to the point were acquiring the necessary in-game currency via normal game play becomes in practical resulting in the sale of in-game currency in exchange for real world currency. As trade of gear would not be allowed by this proposal I don't see how the usual cycle would be started, so [b]gold farming[/b] and it's attendant real world market, shouldn't be much of an issue. Especially considering that the weekly 'creation' caps would still be in place, so that even if people did still want to farm, they wouldn't be able to farm very much. If official policy were that the sale of in-game currency for real world money would result in an account ban, the fact that players couldn't farm very much, that item prices in-game were not being inflated, and the threat of a pending ban should result in very few individuals attempting to abuse the system. As to [b]clan domination[/b] I honestly have no idea what that could be referring to in the context of Destiny. In terms of PvP that is essentially already the case, in terms of PvE I'm not sure how this concept would even apply. Would you mind clarifying your point here? Also, aside from your objections regarding inter-player exchanges do you find my predictions valid regarding how the system would impact player interactions?
-
Strange coins directly translate to gear.
-
Yes, but only the same piece, or the same type of piece per week. And the only reliable drops of strange coins are tied to the weekly reset. The only other way to get them is from periodic random chance drops from engrams, which would allow an easy response to coin farming: nerf the (already quite low) drop rate. Again in this scenario, the prospect of one player being able to farm enough coins to make it a profitable use of their time (let alone their electricity consumption) is fairly unlikely. In fact the means of coin 'creation' currently in place is quite similar, and shares many of the advantages of, bitcoin mining.
-
So in addition to polluting the ecosystem, you also want it harder for non-trading players to get coins and other materials. No matter where you turn, you find a new reason that inter-player transfers are unavoidably bad.
-
Again, you've lost me. I've laid out why I don't think the introduction of inter-player exchange of in-game currencies will result in gold farming or in the introduction of real world currency to the game. I'm also not suggesting that any current drop rates be altered or lessened, only that if coin farming became a problem, that would be a relatively simply tool to address it. Another way to address it is simply by placing a cap on the total amount of coins a player can have at once. I'm not sure where that cap should be, but certainly high enough to be able to stockpile in preparation for Xur, perhaps at 50 or 100 coins. Also I think you are vastly overestimating the market for strange coins. The only gear which can currently be attained through strange coins are exotic armor and weapons and engrams sold by Xur. Of those exotics there is a small set of total exotic pieces, which upon having all of them, no new gear can be acquired using exotic coins. So even assuming that every player wanted and was able to pay someone real world currency in exchange for coins (obviously not the case), that demand would quickly be satisfied and would not replenish. Considering the low cost in time that it requires a player to gather enough strange coins through normal gameplay to purchase an item from Xur, the real world amount they would be willing to pay someone else to farm the coins for them is going to be fairly low. With demand being weak and non-replenishing and prices being low, very few people would find it worth their time to attempt to farm at all.
-
We will have to agree to disagree. You're welcome for the bumps, though. :)