FINAL EDIT: (if that’s okay)
I just wanted to express my thanks to everyone who responded with legitimate constructive criticism. I had every intention of growing this “design” addressing those concerns and elaborating upon these systems. (D2 SOJ) etc. Even, potentially writing the actual code.
But, I will no longer be participating on the forums or responding to those criticisms.
This forum has completly demotivated me of my ambitions.
Sorry if we had unfinished dialog.
All the best.
DESIGN A FULL TRADING SYSTEM IN LESS THAN 24/HOURS - GO
“and so… it came to be, that on one long boring night he dared enter the shadow realm of the forum-mains…”
it’s like theory crafting
i don’t care if you don’t like it, because i do
“i made this”
EDIT(s): FAQ - FREQUENTLY ASKED QUESTIONS
Yes, but I didn’t.
The “name” of the “finalizer” or “crafter” would appear on the “item” indefinitely in order to preserve the “identity” of the “item creator”
clicking on that “name” MIGHT open a “shop window”
Where “trade offers” could be “proposed” and left “for approval”
Going through only when “approved” by both “players”
Potentially “eliminating” annoying simultaneous “online requirements”
Forgive me, there I go off “theory-crafting” again.
- in order to make the “item” “tradable” it must be “finalized” at a “forge” first.
RESTRICTING the ability to “trade” “crafting resources” and “affix shards”, and "GOLD, and ANYTHING else that could be considered “CURRENCY”
Precisely the point. There will be NO TRADITIONAL WAY to quantify the “value” of ANY “item” in the game outside of (Worth is evaluated based on “USER NEEDS”) PERIOD.
IMPORTANT POINT - “ITEM SINK” was included in the design.
Come on bro, we ain’t rookies out here.
Thank you once again for your reply.
I appreciate your point of view.
yes, I VOTED for my own preferences. Correct.
EDIT(s): EXAMPLES OF BASIC TRADE AND PLAYER SHOP FUNCTIONS
NO CURRENCY IS TRADABLE.
Player 1 - adds “finalized boots” to trade window
Player 2 - adds “finalized gloves” to trade window
Player 1 trades “boots” for “gloves”
Player 2 trades “gloves” for “boots”
(Worth is evaluated based on user needs)
(All “items” MUST be 'FINALIZED" PRIOR to “trade”)
END OF TRADE SIMULATION
CLICK TO ENLARGE (enlarge, giggity giggity goo)