Forums » Suggestions

Trading outpost/hub

12»
Aug 06, 2012 calciumdeposit link
My idea on how to make player to player trades a little less derp:

Make a neutral station in one of the gray systems

At and only at this station allow players to put up goods for sale or item requests (buy/sell shops)

Anything being sold would be kept in the player's station hold and anything being purchased would be placed there as well.

The advantage is you wouldn't have to be present for the transaction, the disadvantage is the potential risk of carrying something valuable through a Gray system.

No remote access
Aug 06, 2012 TheRedSpy link
Do this, but make the station travel!
Aug 06, 2012 Surbius link
+1
Aug 06, 2012 draugath link
No. It should not be a mechanism isolated to a single station. Have all stations support this, and possibly show all such buy/sell ads within a given region. The players should be the ones to make the determination where there trade hub will be.
Aug 06, 2012 TerranAmbassador link
+1 to draugath
Aug 06, 2012 Alloh link
+1 give us a PLAYER-RUN BLACK MARKET hosted on a unique capital ship that drifts around deep grayspace... the "Rat's Nest" Ship, formely The Ark! (backstory tied explanation for a unique station that can be relocated)

For easiest and most flexible implementation, it can be implemented as a web-based app that also works ingame... hosted either on a closed server, only reachable using game client from game server(s), or an open server, just like our forum here. I prefer to make it open, so I don't have to load full game to trade, and remains usefull on a 4" cell phone display with microbrowser...

From ingame perspective, you MUST fly a ship to black market station, (un)load items (from)to your shp so you can sell/use items (inc. ships). So, goods are still being moved in and out that station to have any usefullness, just like any other ingame item... and can be lost due sudden explosions... just think of unique items, of unreal price? SynthTequila reaching prices way higher than sedina chocs?...

From a User Interface PoV:
-You only can sell items that are already on your own storage, at blackmarket ship.
-WebUI basically will swap CREDITS on user account for ITEMs on user storage at blackmarket, operating similar to eBay: someone offer something for a fixed price or auction. Others can purchase it. Credits/Items swapped immediatly after.
-Market charges Cr% per sale.
Aug 06, 2012 vskye link
+1 to OP
Aug 06, 2012 draugath link
You may also be interested in this: http://www.vendetta-online.com/x/msgboard/3/25347
Aug 06, 2012 Pizzasgood link
-1 OP, should be every station, or at worst, every conq station. Definitely not just one magic station.

-1 Alloh for the above reason, plus it makes no sense for the Ark to have wound up in grey. The Itani would have kept it as a museum/memorial. I don't have any problem with the general idea of a roaming pirate capship/station offering shady services though.
Aug 06, 2012 abortretryfail link
-umpteen bazillion to auction houses.

Why not just have the station buy/sell things based on supply and demand? http://www.vendetta-online.com/x/msgboard/3/25190

No need for keeping track of who is selling what to who, or a web interface or checking if your stuff is sold or not. You sell it and it's gone. Want to buy it back? The station charges extra and can only sell as much as they have inventory for. No bullshit.
Aug 06, 2012 calciumdeposit link
This wasn't an auction house idea, alloh was on the right track with it being a sort of 'black market' idea (but he definitely made it too complicated).

And my idea wasn't to make trading more convenient, just more interesting and less derp.

Having the ability to trade at every station is convenient, but not interesting.

And calling it a black market wouldn't be much of a stretch since most if not all the things being traded there would be weapons or things to make weapons.
Aug 07, 2012 TehRunner link
black market, auction house, same thing just with less yelling on /100.
I don't think this can go anywhere. whether it's one station off the bat, or an option at every station it'll end up a single station (or a couple) anyways. If it's a player based market it'll only have rare items, cap ship parts, avalons, and the like. So shuffling rare cargo to many locations is a royal pain in the ass, cap ship parts are only useful in grey, avalons near deneb. A player would still need to fly an XC to said station to pick up cargo, or drop it off to begin with.

As I see it the two advantages to the current "trading" are that a black market lets the trading occur without both parties online at the same time and it's actually trading. The first I'm not positive don't feel is that big an advantage, VO has such a small player base and nothing really is so time critical that a player couldn't lounge about till the other party logs on. The latter, we need proper trading period.
Aug 07, 2012 draugath link
Everything is time-sensitive to the person who wants/needs something now. Not everyone has the time or patience to just "lounge about," as you put it, waiting for Mr. Australia or Mr. USA to log on. Having the ability to trade with/sell to other players at any station is the best way to improve the player economy. It doesn't matter what is sold at the stations, or whether one or two stations become the defacto trade hub. It will only improve the game in the long run.

If you have a problem with it trivializing trade and removing the threat of stolen goods, then like was said in the thread I linked, just make sure the price is sufficient that people could prefer trades in space.

EDIT:
Also, allowing trades to happen at any station would allow people/guilds to finally take on the role of transporters without the added requirement that all parties be present at the pickup and dropoff at the same time. If I wanted to be at the dropoff location as you delivered my goods, I'd just ship them myself.
Aug 07, 2012 TheRedSpy link
I'm Mr. Australia and I approve this (blargath's) message.
Aug 07, 2012 calciumdeposit link
Since quite a few people are missing the point by miles I think I'll just give up.

Enjoy your boring nation space trading
Aug 07, 2012 TheRedSpy link
I'm not missing the point, I just didn't read the point, I'm sure if I read the point I would have gotten it.

lulz
Aug 07, 2012 draugath link
You seem to be missing your own point. Part of the fun in these games is allowing the community to define how they do things, rather than defining it for them. Your suggestion is on the right track, but is far too limited in scope and fails to address many other short-comings. Also, nation-space being what it is hasn't ever stopped pirates or warring factions from attacking others.
Aug 07, 2012 Pizzasgood link
There are downsides to a single trade hub. In particular, it makes it very easy for pirates to camp. If you have a variety of marketplaces, you might have to shop around a little to find what you want, but it would be harder for pirates to just camp one location. A faction hit is more than worth an XC load of Gauss MkIII for example.

Besides, a large aspect of trade is to buy things when and where they're cheap and then sell them when and where they are expensive. If you only have one proper marketplace, you lose half of that.
Aug 07, 2012 Faille Corvelle link
+1 to the concept of being able to trade with players not online.

It should not be too hard to implement... Player A wants to buy some maguffins... puts up a but order, specifying how many maguffins, and the price they will pay for them (which is deducted from their account when placing the buy order) and the station to be delivered too. Maybe add a time limit if desired.

Player B see's the buy order, grabs said maguffins, delivers to station, selects the buy order "to be completed", unloads and gets paid. Player B goes on their merry way.

Player A logs in, and checks their buy orders. See's one has been completed, flys to station and has their shiney new maguffins waiting for them in station storage. (Then gets pirated by Player C on the way home, probably).

Is not THAT different from a proc mission.

Faille.
Aug 07, 2012 TheRedSpy link
I'm Player A and I approve this message.