Too much noise in the dev blog and it’s probably not a very good place to suggest features anyway. Please this is a suggestion, not a discussion whether global trade should be allowed.
I think a very valid concern was raised by Glub in the developer post about gifting (Item Gifting Development Update from our Principal Game Designer - #179 by Glub). If we can only gift items we gained in a zone we shared with other players there will be a growing disparity in power between the more hardcore and the more casual members of a group.
It’s probably delusional to think that MP groups will only consist of players of roughly the same “dedication level”. Many groups will be friends (IRL or internet friends, it doesn’t make a difference). Some will have more time to play the game than others. That means some players will get better gear and be able to farm higher corruption mono. Without some form of “trade” to equalize the power level that means when grouping up, some of those players will be at higher/lower corruption level compared to what their character can typically handle which is something that will lead to sub-optimal multiplayer experience (either the lower power players will die constantly or the higher power ones will roll over everything with the lower level ones doing cheerleaders behind).
In addition to that, it’s more fulfilling from a player’s point of view to gift a dupe unique to one of their friends rather than sell it for 500 gold. It’s also a nice encouragement for the more casual players to receive a gift from one of their friends rather than be left struggling to keep-up with them due to lower time-investment and can help keep those players interested in the game. Unfortunately those items are just as likely to drop when playing solo rather than as a group.
I feel the gifting system described in the dev blog is valid for homogeneous groups where everyone has the same amount of time to invest in the game and will always play together, but is lacking for heterogenous groups. Here is a suggestion for an additional/alternative gifting/trading system to what was described in the developer blog, one that i hope keeps up the spirit of “play the game, not the economy” while still allowing more freedom to help your friends progress.
When adventuring as a group, you have a chance to randomly drop some sort of “trade token”. Those tokens remember which player you were teamed with (player, not character). At any time, you can use one of those tokens to initiate an exchange between one of your character and one of their character. That exchange allows to transfer one or your items to them (and possibly one of their items to you if you want it to look like a real trade) even if that item dropped while you were playing solo or with another character.
With such a system, you still can only trade/gift with players you actually play with, and you can’t just give them an entire build worth of items at once after running a single echo, but you have much more freedom regarding which items you can transfer alleviating some of the issues with the proposed system. It will however bring some issues of it’s own (because there is no perfect system). Nothing prevents a player from forming a team with someone just to be able to acquire one item, however the inconvenience of such a system for both the “seller” and the “buyer” is such that i can’t imagine it becoming much of an issue as long as there is no super-extra-rare-1-in-a-bajillion-silly-op item to trade for and you can tweak the token’s drop rates to ensure it stays an occasional help rather than a “main way to acquire items”. If you have implemented drop tables rather than pure rng drops it’s even possible to ensure a drop every x-echos ran as a group.
And you can even throw some weird “end-of-time” magical explanation why you need additional magic to be able to transfer an item that was “revived” by your Epoch to another “Traveller” if you really want to
I know it was long, thanks for reading.