(what’s supposed to be the difference between this section and the suggestions section btw?)
Many have been salty about trading in kTOS being disabled unless you’re a Token-user. And, while we still don’t know if iTOS will mimic any of it, that’s just another reason why I’m stressing this BEFORE iTOS goes live.
In short:
There is no need to completely disable trading.
Just limit WHAT and HOW MUCH you can trade, and how many trades you can INITIATE… based on whether the player is playing for free or has a Token-effect.
I mean, there is lots of parameters to adjust. Number of trades per day, number of different items that can be put into a single trade, amount of each item to be traded, how much silver can be traded and so on…
Putting lots of limits on it, even if it was as extreme as 1 trade per day with 5 items max, nothing that cannot lose potential, and lose 3x as much potential when it does, and allow no silver to be traded…it would still be A LOT friendlier than a binary “no token=no trade, token=trade” stance.
A noob getting a trashy bow dropped from some low-level boss, not caring about the potential due the bow being NPC-food soon anyway, might then be able to trade it with his friend that got a trashy-staff, without them having to take the game serious yet and consider getting Tokens etc.
Just a most basic trade.
Also, the crucial part of this is that it enables ONE WAY TRADING (also known as gifting stuff).
As it’s not the trade that is disabled, but only each players own side of the Trade-input.
A Token-player can trade with a free-player, they just have different limits on what they can put into it (and how many trades they can INITIATE).
