No, in general, no ‘for’ here applicable.
It’s just the setup of the system being garbage… not the limitation of it.
The one-sided movement of items rather then a exchange is absolutely fine… but to be completely clear… what exactly is the system supposed to do?
It's meant to not allow a free exchange but instead one based upon joined time and effort invested together.
Not more, not less.
Now my question:
Why is a time-based system without the RNG garbage included less valid?
Because all the current system does is screwing over people. One person might get 2 of the good resonances… the other none. The one having none might’ve the item the other wants though. That’s garbage, plain and simple.
Also the limitation of what those resonances include are utterly nonsensical.
Do you want to tell me that a Red Ring is less valuable then a 2 LP legendary ‘The Kestrel’? Because that’s how the resonances work.
Also why the heck is a exalted item with a T6 common affix as hard to gift as a legendary item?
And why is a unique boss-drop item of the rare variety easier to gift?
So the system is simply badly designed, it’s utterly and entirely nonsensical to argue against that aspect.
It is, it has no RNG and it is based on the relative power of the item - as I already urge for the MG system to be designed around - so it doesn’t create nonsensical situations.
So a 0 Gold listing without any return were hence gifted items.
Now they’re 2k listed items which hence are basically still gifts as 2k Gold is even for a beginner ‘free’.
Yeah, albeit I go a few steps further.
The implementation of the resonances themself makes absolutely no sense after all.
As mentioned above… why is a T6 common Affix exalted item with a garbage base harder to gift then a Red Ring, or the drop-table from Uberroth? Makes zero sense.
It is one of the worst group systems I’ve ever encountered in my whole gaming time… and that says a lot when you ask someone which has over 75k total hours invested into gaming, which is a gaming addict, which is a person dismantling systems in-depth as that’s my personal enjoyment.
The current system is simply hot garbage.
Piss poor.
Underperforming at the expectation of underperforming even.
‘Oh… I have a resonance by now… you have a resonance by now… you gimme that… I’ll give you this!’
Voila… trade.
We don’t need to mess around with terminology here, group-play with friends is also a give&take, hence a exchange quite often. Even if you solely play for fun together. It’s not one side solely giving to the other commonly, when playing together it’s a exchange. Hence you ‘trade items’.
Simple as that.
Very very few players are group players in this genre.
So… duh?
Circumstancial evidence is no evidence. It’s a baseline guideline at best and has to be cross-referenced with other experiences and then followed up by actual opbjective testing to see if it even upholds.
Duh?
You’re comparing garbage with other garbage.
No shit Sherlock! I mean… that’s kinda obvious 
How about ‘a good mechanic’ rather then a choice of sub-par ones?
Which would be bad for what exact reason?
That’s what group-play leads to… unless you got 2 people, which is then a simple back&forth.
Which actually is the same with resonances… just sub-par as an experience.
One guy might drop 3 items his friends need… but he only got 1 fitting resonance for 1 of em… the other 2 have fitting resonances to gift him stuff but have nothing.
That’s just a shit experience no matter how you twist and turn it.
Even exchange possibilities for same timeframe invested. And the respective exchange value needs to be higher according to play-time needed to acquire it.
Everything else just makes zero sense, never did, doesn’t do now and never will.
Yeah, tell that my friend which couldn’t gift me a single item I needed for 27 hours of play-time together as not a single of those resonances dropped. I had nothing fitting for him but 3 resonances in the same timeframe. The obsidian ones.
Wow… great experience.
Clearly works as intended!
If it’s intended then I question the mental capacity of the creator, it’s just a badly designed system.
Yeah, which is fair, the quantity of gifting being adjusted is a major aspect.
But for that we first need to create a baseline to allow low-value items to be exchanged easier then high-value items.
Which isn’t even remotely upheld in the current system.
Exact same issue as MG has with Favour by the way.
So you mean SSF simply then?
Because that’s what you’re asking for… why have a group if you can’t interact with the group? Makes very little sense commonly.
The big selling point of the game could be that it’s adjustable to the type of player.
Want a community-wide trading aspect? MG is for you! No need for gifting at all.
Want a group-based play only and no ability to exchange items outside of your group? CoF with gifting.
Want a SSF experience? No gifting… then group-play is nonsense by design anyway.
Never had the thing where you’re not a fan of the trading experience (market-based) but simply enjoy your time with a small group of friends?
That’s what the gifting mechanic is primarily to be used for actually. Because that’s the core part which the majority of people will go with.
Why does gifting from groups especially in MG make no sense: Because group-play is causing a increase in rewards since the person with the highest corruption level pulls along the others, which commonly play with synergizing builds. Be it buffing ones or those removing DPS from members through for example minion walling. So you already get rewards that you then can use in trade. You don’t need the gifting per-se, it’s a inherent upside in-built.
It only is important for CoF because of the high variance in loot drops. ‘Oh, I dropped a off-class item which is actually for your class, and it’s decent! Here, take it!’ or ‘Oh, I found this great item 5 minutes after you left which is perfect for you!’
Hence why I'm saying that the current system is awful. It doesn't allow to be used based on how rare an item is to acquire or on the time spent together. It's based on a arbitrary nonsensical 2-step system that's faulty beyond end while also putting the time-aspect into RNG. A double shit-whammy.