For the life of me, I can’t figure out how to make anything work without some way of making 1 to 1 trading uneconomical for RMTers. How do you make them hate 1 to 1 without it causing normal players problems, too?
And of course my own solution falls apart if they can just do 1 to 1 easily.
Not necessarily it still makes it a pain in the ass to make bots to obtain the silver/items to sell. We would need frequent bot bans in order to maintain its effectiveness though if 1:1 was available. Then that gets into the man power / funding discussion.
Perhaps limiting 1:1 trading with the same system as the Auction Licenses?
Limit the amount of money they can move, the rarity/level of items tradeable, and # of trades they can make every week.
Maybe make it so players have additional trades per week with long-time (2 Weeks+?) friends and guild members, and I think we’re golden.
If 1 to 1 was enabled without token restrictions then it would be easy to sell items to players as an RMT. Bot accounts could easily hand any drops they got to a sales account and go from there, or simply trade directly with buyers.
@nordiccrayon
!
That just might do the trick. It might even make 1 to 1 silver trades tolerable, depending on how well the huge walls of dungeon/quest based content slowed down the bots.
It’s incredible how your idea could turn into a solid system to slow down these pricks. Good stuff man, that’s some out of the box thinking right there.
Sadly i can only give you one like. I’m going to share this topic with some of my friends and mention it here on the forums whenever i can. Hopefully people will show their support and we might have a solution out of this mess.
Heh, I don’t usually resort to that. I do think most of them read most of these. Especially and obviously Julie. She’s been all over the place since she was brought on.
What the heck, though - time is short. I’ll try to summon the mysterious @GM_Erick, too. He’s an idea man.
Unrelated, whoa, 10 users, 10 likes? How long can I keep universal agreement going?
Despite not having much to suggest myself, I’m going to poke holes in your suggestion.
With the suggested system you are preventing low level players from selling potentially really valuable rare items at an appropriate price.
The amount of movable silver would also have to be adjusted for inflation, and couldn’t be universal for every server.
Players would also need a means of knowing what their current amount of movable silver is.
Forcing players into any behavior is a no-no. Some people don’t like quests. Some don’t like grouping. Some don’t like dungeons.
There are even players who legitimately like grinding and will sit in a single mob spawn for 10+ hours straight, and will do solely this to get to cap level.
You would have to set the requirement for any such system as something that EVERY player is going to reach, but will hinder bots/gold sellers. Perhaps something like 10,000 mobs, and 10 bosses killed to unlock the auction house. This gets bots out into the open, and requires that gold sellers even put work into their accounts that will sell items, while only mildly inconveniencing players.
Though this is altogether pointless if gold sellers/buyers aren’t caught and banned as no amount of work will stop them if they only have to do it once.
As far as 1:1 trading goes. Just restrict it to no silver trading.
Some people will balk at the idea, but players will find a way. If silver can’t be used to buy items, then a commonly used item will be. For example, potions.
If potions aren’t universally needed, then enhancement items.
The bottom line being, there IS something that can be substituted for silver.
However, I believe this all to be moot as IMC games real intent is likely just to monetize trading and tax gold sellers.
The only way that will change is if there is a huge communal outcry over it.
Ooops, I didn’t intend this to be such a large post.
While true, those low level players can simply save the rare item until they increase their silver trade cap. It is a mild inconvenience, but I wouldn’t say it completely ruins the idea.
The cap should be fairly high, @ridleyco’s numbers seem a bit too low to work. Although over time the numbers might need to be adjusted for inflation, hopefully that would only be at most one a year and should be easy for devs to do during a maintenance. There should also be no limit once you reach max silver cap. If a bot can reach that level, it will hurt like hell when they get banned.
This I completely agree with. It could be just as easy as adding that info to your inventory below your current silver
This is probably the only hole that I don’t think can be fixed. The game already tries to force you down a linear story line though… it would be nice if there was a way to fix this hole, but I can’t think of any.
And what is to stop gold-sellers from selling potions instead? Restricting silver trading won’t solve that problem.
I was wondering how long that’d last. Okay, I’ll try these on!
There are actually a few of these. Those vubbe fighter gauntlets spring to mind. This is probably the lowest level thing I’d call so valuable it might break this system. Of course, they could simply wait to sell it, if they didn’t like the prices they’d get when it first dropped for them. It’s not that bad.
This is an extremely good point. So good I’m putting it in the OP.
I agree, and figured it basically went without saying it would have to be integrated in the interface, probably with a tooltip explaining what the restriction was and how to increase their market limits.
Unfortunately, players who only play like bots must definitely be collateral damage for this to work. I couldn’t think of any means of saving them from the agony of having to experience each important story quest (not all of the world’s fetch quests - just the important plot stuff everyone has to go through) and dungeon once. I’d suggest nordiccrayon’s hidden license quests, but to stop bots those would have to contain party-based requirements and other things your hypothetical human bots would also hate.
Considering the severity of the problem, I’d say their frustration is an acceptable loss, compared to the frustration absolutely everyone is shackled with now.
Clever idea.
Still, it shouldn’t be an excuse to prohibit 1:1 trades, so I’m totally supporting @nordiccrayon.
Anyway, all this anti-goldselling/botting topics are flying over my head.
In my opinion, theses limits are only here to sell tokens. Fighthing against goldselling is only an excuse. You (I) could even go farther and say that the token is like a licence for gold selling… “You’re doing many trades a months ? So you’re a gold seller ? Okay, then you have to buy my tokens.”
The idea is great, especially taking into account that silver sellers who will get lvl 280 would be punished really hard if they are confirmed as silver sellers (by account deletion). So several months of raising the character would be wasted.
Also the system should punish silver buyers equally (with account deletion), with probably the single way to get their account back with paying the “bill”, like buying the most expensive TP pack in the shop.(one time offer though, if someone makes the same mistake twice => account deletion).
This will make the game almost free of bots.
My another suggestion is about 1:1 trading and inter account trading. If matket license will be implemented, then 1:1 trading and interaccount trading should be allowed, at least to some extent.
Any silver buyers will most probably have token bought if they don’t want to lose too much on taxes. So restricting 1:1 trading becomes for tokens only becomes kind of pointless. Yet silver shouldn’t be traded for sure, and orange/luxury items from the list should be possible to trade only if players are members of the same guild. While logs for trading luxury items inside guilds should be visible to Guild Masters so they can find out silver traders by themselves and report about them to admins. This will encourage new players to join guilds ans bring a new life to guilds system.
Talking about interaccount trading:
It will help to support your lower level characters a bit, but avoid excessive “overfeeding”.
We’ll find out if they really are trying to use these restrictions as more than a cash grab by whether or not they do what it takes to make their restrictions actually work.
It’s definitely part cash grab, but it’s entirely possible that they’re trying to kill two birds with one stone. I’m not opposed to paying for a job well done.
I think it should be set at around something like: average selling price of item ± 25% +3% for every potential not spent +7% for every potential spent with success, -1% for every potential spent that failed. Or something like this, this would the market would balance itself, if no one is selling it you can simply set the market but if you set it up too high someone will come and lower the price very fast as if this gets implemented people would know the price they can put on their items.
Not sure if it’s easy to do in a developers point of view, but seems like a very solid market control mechanism. (Good for bots with sh*t for high prices with the intention of trading gold, as it would be impossible to do so if the item is in the market with a normal price already, this would also give potential more value and they would not use high-value items).
You could also put a system that makes it possible to set that if there’s no one selling the item currently, the system picks the last value it was being sold and lets the player put a value of last average ± 100%. So you can make it come back to the real value and even send a printscreen of the overtaxed price to staff, all by yourself. Also making it possible to double the item value if you don’t like it’s earlier price.
I like it. I feel like this system, if it applied globally to market and 1 to 1 trading would be optimal, but I feel like this should be in place of the current restrictions, not in addition to them. I don’t want the game to feel like a trial version- as if I’m some sort of criminal for paying for the game once instead of every month. I am perfectly fine with there being restrictions on how much silver I can trade to people, but locking all 1 to 1 trading and most of your ability to perform legitimate market transactions behind a monthly paywall is way too strict.
Maybe as a way to keep free 1 to 1 trading viable, items could have their own value that draws from your silver cap when they’re traded. It could be based on the current market price, or just a percentage of the market cap price.