Tree of Savior Forum

Regarding Trading 1:1 issue ideas

An idea I have that may or may not help easing a process of opening up the 1:1 trade system.

A) An actual market area. A restricted, monitored place where trading is only allowed. It will have some sort of public log of all trades going on so everyone can police/monitor everyone else’s trades and investigate suspicious trades. Feedback to devs by screenshots or even have a working dev monitoring the area from time to time.

B) A merchant class that has a trading skill and other passives that will make trading efficient for a merchant. Since only a templar can be guild leaders, why not follow the same structure and have a trade restricted class?

They can even act as a mediator for other players to trade through them. Like an ability to set up camp where players can trade back and forth.

Now only way I can see this to work against gold sellers is the merchant itself has to mandatory report back to some sort of traders headquarters where they will have to click an NPC that will take logs of all their trading procedures, and their trading processes can be reviewed by either other players or a devs.

C) To those who have played League of Legends, think of it as a players tribunal, but for strictly trading procedures where players can put a flag on if deemed suspicious, so devs can investigate it further when there are enough flags on it.

So yeah that’s my idea. Thanks for reading.

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Geez, they simply need to implement a high lvl restriction on trading. This will limit the silver sellers because the risk of getting banned is huge too.

Ex: lvl 200 before silver trading
You can only trade to players lvl 200 above with token.

If caught silver selling insta perma ban simple. That will be 200 lvl to lvl again. I am not even 200 yet. Otherwise players will suffer because a core part of the game is being shut down too much for legit players. It wont perfectly stop sellers but it should regulate it a bit

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I actually rather like the idea of a monitored marketplace. It’s workable and gives people access to the trade function and if you combine that with the merchant class idea it actually would generate a pretty nice way for players to make some cash soliciting trades. You turn the playerbase into a policing agent.

By extension of this, while I think having to be a high level to trade at all cuts out the casual playerbase entirely (something I would consider unacceptable as a designer) there’s no reason to suggest that soliciting trades through merchants that might be a circle 6 or 7 class (like the alchemist) wouldn’t effectively amount to the same thing. There’s still high risk involved in getting bans, and that risk extends itself to any player effectively hired to do the trading instead.

It’s not without potential issues though. Personally, I think the bigger issue for me is the ability to trade at any time. If i’m in a dungeon and my friends are out of potions, I want to be able to hand some over. If round robin gives me a drop I can’t use, I want to give it to someone who can. I also feel like a marketplace could end up becoming a haven for spam bots, but that’s an issue that needs to be tackled seperately.

I’d expand and revise your suggestion to the following.

  1. marketplace for trading. Silver can only be traded here. it is monitored by the players performing the trades as below.
  2. a merchant class is required for soliciting silver trades. the merchant class is high tier, requiring a lot of leveling beforehand, but they can act as a third party between players for a cut.
  3. allow item trading on the field at any time, but only items. no silver.

thoughts?

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This is a good idea, and I do agree any drawbacks from these solutions, may it be gold sellers, legendary item sellers etc. Is a risk that every MMO has and should be remedied by having actual GMs policing the area on a frequent basis. That and having an active community of players who reports such illegal actions.

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