Trade Idea
like many other people, i farm from time to time. i don't do it for money, so the new changes haven't really effected me, i don't even pick up the white drops so i don't have to go to the merchant as often.
i farm for gold items so i can increase my wisdom title. hard mode farming has turned a 3 gold item an hour farm spot turn into a 4-6.. which is nice, but my storage is filling up faster then ever.
like everyone else, i get stuff that's worth more then the merch offers, but not worth the time it takes to figure out the price and sell at it's full value.. usually it's max dmg stuff with not quite max mods (got several max dmg's with +29 fortsfor example).
typicly i can make the rounds from town to town and broadcast "Wakey Wildmouse's Wonderful world of weapons; all green's and golds 1k ea. danceing by the fountin click trade to view" - and by the time i get through going through all the trade town's i've sold most everything.-- however the trade system is not designed for this kind of selling, and is so clumsy that i have to dedicate most of a saterday or sunday to do so.
if the new loot scaleing rules are designed to increase trade between players - I for one think a new trade system needs to be put into place. - by studying the problems i have with tradeing durring my last clearence sale, i think i have come up with a solution that go a ways with helping the dev's increase player trade and make it easier for us to dump our items.
here are some of the problems i have.
1) there are only 7 slots in the trade window. - typicly by the time i decided to go selling, i have an entire character + 2 pages of storage space full of stuff to sell. so when i get a looker that doesn't say if their looking speficily for bows or swords or whatever, i have to guess what they might be interested in. - if they don't see anything they want the first time around, they usually cancel the trade and run off without a chance to see what else i have. some do ask to see more, and in those cases i often end up swaping things in and out of the trade window 4 or 5 times while there's a line of people who also want to look and are getting impaitent.
2) that last problem is also problem #2. as you might expect, broadcasting "all green and golds 1k ea." generates alot of intrest. - but i can only show the items to 1 person at a time. i end up with 4-5 people standing around trying to click my trade window and not able too, geting mad and running off.
3) the final problem is whispers, about half the people that become interested by my broadcasts think that when i say "click trade to view", i actually mean 'go ahead send me a whisper, i can talk to 5 people i don't know from adam at once.'
---------------
the solution that i have come up with for all of these problems, and to encurage player to player trade is real simple. - give us a player merchant option.
it wouldn't require all that much. - first we would need an inv screen that we can open with a button from our inv ... here we can place the items that we want to sell, and type in our asking price.
then we can hit a button and a merchant icon will pop up over our heads. people who see this merchant icon can then click on us and look at what we have to sell the same way they would the NPC merchant. - this screen can also be given a negotiate button, which the buyers can click to open up a whisper season if they want to haggle on the price - an option for the seller to mark an item up for haggle or not would also be a good feature.
the trade system that exsists now is fine when your selling 1 or 2 high ticket items, but for moveing average items in bulk neither the trade window, nor the search option gives us what we need. if farmers are going to need to sell these items to players to get their money now, more and more people are going to be needing a feature like this.
the above idea might also work to reduce trade spam - as players can put an item up for sale and don't have to waste as much time trying to get people's attention.
Thank you all for your time.
Last edited by WildmouseX; Apr 24, 2007 at 07:42 PM // 19:42..
|