Jump to content
Koumei & the Five Fates: Share Bug Reports and Feedback Here! ×

[Suggestion] How To Trade Mods And Crating Mats And Avoid Abuse


Vellauno
 Share

Recommended Posts

This is an idea of how you can allow the trading of mods and crafting items while avoiding abuse such as gold farmers or players profiting outside of the game.

 

Please DO NOT discuss if trading should be allowed or not. That is a completely different beast for another discussion. IF trading where allowed, what would be the most acceptable way to do it.

 

Essentially, create two closed bartering systems, one for mods and another for crafting.

 

For mods, based on rarity, a player may destroy a card to receive TEP (Technology Exchange Points). As arbitrary numbers, lets say common mods give 1, uncommon 2, and rares 3 EEP.

 

You may also put a mod up on a type of auction house, the Technology Exchange. This is no normal auction house however. The interface shows the average amount of TEP each mod is selling for. You then can put your own mod(s) up for a set TEP price. When buying cards, you set how much TEP you are willing to pay for a mod (but you can't see what players are selling or for how much, only the average trade price). If there are any mods up for less than you offered, you automatically buy the cheapest mod (and oldest for ties in price). The seller gets only their asking price, the buyer pays their full offering price, and the remainder is simply lost. The buyer and seller never know who each other are. Bids and Sales expire after a set amount of time. You may also have to pay credits to post mods for sale or to make a bid. These credits are lost the moment you bid or put an item up for sale (optionally it could cost more to bid or sell depending on how many TEP you are offering or asking for).

 

For crafting, the same kind but separate auction house is used with a few differences. Crafting uses EEP (Engineer's Exchange Points) and posts are made to the Engineer's Exchange. Only non-unique crafting materials can be destroyed for EEP. Unique crafting items like gun barrels, Forma, Catalysts, Reactors and blueprints cannot be destroyed for EEP but they can be sold for EEP on the Engineer's Exchange.

 

With this system a big part of effective trading strategy is knowing what mods and mats you should destroy for points and which you should keep for selling to other players.

 

You could also make it so the max number of products and commissions up at a time is equal to your mastery level.

 

Anyone who has played Guild Wars 2 will be familiar with a similar system. The important part of the system is that player cannot and never can trade between themselves. They must use the exchange to trade.

 

If people reading this can see major flaws with this idea, have other ideas on how trade could be done (while avoiding Real Money Trading and abuse), or have ideas for improvements to my suggested system, please post it.

 

Comments:

 

Make another account sell your first frames mods, I came up with that in like 2 seconds.

 

With the amount of times you would have to do that to even buy a single useful mod from other players, you would be better off just farming mods normally. Also, make it so you need mastery rank 2 to use the trade system. Problem solved.

Edited by Vellauno
Link to comment
Share on other sites

Make another account sell your first frames mods, I came up with that in like 2 seconds.

 

With the amount of times you would have to do that to even buy a single useful mod from other players, you would be better off just farming mods normally. Also, make it so you need rank 2 to use the trade system. Problem solved.

Edited by Vellauno
Link to comment
Share on other sites

Avoid abuse? How will people abuse mod trading? Just curious.

 

If it is possible in any way to trade mods to another player directly, then it open up the game to real money trading (gold farmers or players offering to 'give' away their mods in exchange for real money.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...