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1/15/2015 6:33:27 PM
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I’m with most, no trades from player to player… however I’m not opposed to a trade-in system and getting the gunsmith back in the game! [b](arbitrary numbers/items below for example of how it would work)[/b] 4 = Gjallahorn/Icebreaker 3 = Hawkmoon/Thorn/Vex 2 = Patience and Time/Red Death 1 = The Last Word/Plan C Trade into gunsmith (1 Plan C) + (1 Hawkmoon) = receive (1 Icebreaker) You can trade in 1:1 for any items of equal or lesser value illuminating the possibility trading in 1 icebreaker for 4 level 1 exotics. Thoughts?
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  • Pretty sure if there was any trading, exotics or raid gear wouldn't be something you could trade outside of your account. With that in mind, I don't think what you proposed would fly either.

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  • Edited by Degroff: 1/15/2015 8:16:06 PM
    I could see that being the case for not allowing trades for exotic/raid gear but if so why have trading at all? I'm just entertaining the idea at this point. I'm curious though, why do you think this option wouldn't fly? Edit: Actually I could see it being the case for Raid Gear because if that were tradable it would eliminate the experience of quite a bit of content in the game. However exotics drop/reward in all aspects of the game so managing the economy of those through different systems is much more likely.

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  • The whole reason behind not having exotics exchange is to keep them "exotic". We already have two things that aid people in getting *a* exotic besides strict RNG, which are exotic bounties and Xur, two of which still have a RNG nature. An exotic exchange (to be implemented) seems to give someone a chance to "get what they want" if they already hoard exotics, and at the same time, is overly complicated and redundant to the current system: get a chance at a number of exotics, then get those exotics, then trade for a exotic in which the chance didn't happen for. We have engrams, nightfalls, and raids. Xur (coins) and Vanguard (bounties) are your "gunsmith exchange". A trading system doesn't have to be about exotics or raiding gear and plenty of games don't allow the rarest items (aka "exotics" or raid gear) to be sold--and go as far as making them character bound or on pick up. Trade items can be cosmetics (emblems, shaders, bonds), it can be mats, it can be gear that does not have light on it yet (especially if transmogrification is introduced), it can be for legendaries in general--and it can even include exceptions (e.g. raid exotics)--which may become in demand over time once they are unattainable/outdated by some of the playerbase (e.g. The Devil You Know, The Swarm). Exotics are *supposedly* the rarest items in game, something people grind nightfalls and engrams off heroics and dailies for, and typically, those are usually set as non-tradeable items. It's enough that people already find Xur an annoyance when it comes to exotic availability, so I just don't see them being set as a tradeable item. They may drop in "all aspects of the game", but they're still based on chance. Of course, this takes into account that this game is supposed to grow (in versions and DLCs) over the course of "10 years", and will add vault space, more cosmetics, and more items (guns, mats, etc.). That is my thought behind it, anyway. So far, seems like limited items (aka no longer attainable) and cosmetics are the most expensive items to sell for a nice glimmer check in player economies. I could see all black shaders earning a good buck.

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  • First off, thanks @NAN for actually giving and educated response... far to uncommon around here. I agree that exotics are typically supposed to be the rarest in the game but given that Xur exists already makes exotics fairly common compared to other RNG style games out there. My thought is just making it if you put in the time and have recieved a number of unwanted exotic items you could eventually turn those in for a single coveted item. You could even make it a 10:1 trade in system or whatever seemed fit. To me that would make exotics more exotic removing 9 exotics from the inventory entirely for one more coveted by that player. [quote]We have engrams, nightfalls, and raids. Xur (coins) and Vanguard (bounties) are your "gunsmith exchange".[/quote] Agreed, but they've taken a lot of the RNG out of it and placed certain values on what Xur offers (coins). They have multiple ways throughout the game in earning those coins in order to purchase things from Xur. I feel like an exotic exchange would just be the next step in that play time vs. reward system they already have in effect. It also still involves the RNG system because you still need to acquire enough exotics in the first place to make the exchange IE. if you farmed coins and bought voidfang vestiments every week they offered them until you finally had enough chest pieces to trade 5 in to get the 1 chest piece you want. That dimishes the stockpile of coins, cycles exotics out of inventories so they aren't as common, and gives players the hope of eventually being able to truly earn an item through their efforts in game time.

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  • Edited by Undefined: 1/15/2015 10:35:34 PM
    It's an interesting idea, but it is still redundant and not supportive of the current system. We already have a problem with vault space in terms of guns, and if you want to "ease" RNG from what we currently have, it just seems like the more logical and easier route is to put a premium price in terms of coins on desirable exotic guns. As far as "exotics" not being exotic enough, that's a playerbase opinion--per design, they are defined as exotics items, which are, by label, rarer/better than a legendary and under. Just looks like your idea needs more work or brainstorming. I don't see Gunsmith exchange as a good or practical solution. Putting the time and getting random drops do not go in line with each other, someone may take a lot less time than you to get a Hawkmoon and Plan C to exchange for IB. It's like RNG wrapped in RNG in a exchange delusion. Currently, the only thing you can really "put x amount of time" into are commendations and coins. Maybe making emeralds a currency for exotics? Have a special emerald, a heavy emerald, and a primary emerald? IDK... system seems fine the way it is with random yields and exotic availability.

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  • [quote]it just seems like the more logical and easier route is to put a premium price in terms of coins on desirable exotic guns.[/quote] Ultimately that's exactly the same end game as I was getting at and I'd be perfectly fine with this sollution.

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