Forums » Suggestions

Support p2p trade.

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Apr 21, 2018 aaronund link
Add shared inventories for guilds and make a "trade menu" that other pilots can be invited to so that items can exchanged without awkwardly dropping them outside of stations.

Make a manufacturing UI that isn't connected to the mission board.

Allow standard issue ships and weapons to be manufactured and sold at conquerable stations to add player owned economies.
Apr 21, 2018 Luxen link
1: +/-0; most people would prefer there be an ability to prevent "safe trades". Perhaps it requires both pilots be undocked and has a mining-timer-style thing that slows down for either every cu or kg it takes to transfer? Should be pretty slow no matter what.

2: Manu UI: +1

3: -1, due to how the current conquerable stations work.
Apr 21, 2018 Nico Okarr link
I used to play a MMO where p2p trade required one party to submit their item and the other to submit his/her item or price in a window, after which both of them were required to agree to it by clicking a button after which the trade took place and the items and credits got placed in their inventory.

I’m not sure if this exists in other MMOs as I haven’t played many, or if this has been suggested here before, but this is a neat way of preventing anyone from getting scammed, which concerns anyone engaging in p2p trades.
Apr 21, 2018 Luxen link
but scamming is allowed in this game.

btw, aye, I believe most mmos use trade systems like that, at least the three I've played outside of VO did.
Apr 21, 2018 aaronund link
@Luxen Why would both pilots have to be undocked? Isn't that just the "system" we have now except slower, either that or you mean cargo can only be transferred from one station hold to another if both pilots are undocked? Can you also elaborate on your dismissal of point 3 please?

@Nico what I had in mind was something close to what they have in Runescape but only accessible while both parties are docked.

I am honestly expecting something along the lines of "Safe trades are going to make things boring" in reality the only boring thing is buying 5000cu of ANYTHING and doing that for twenty minutes. As for safety no where in VO is safe... except stations which would be a perfect place to trade cargo since the stations obviously don't mind you storing cargo there. These repetitively annoying cargo drops we have now are rarely interrupted and adding a "trade menu" only makes the game look better.

Apr 21, 2018 Mi5 link
Apr 21, 2018 greenwall link
I think trading inside station should definitely be implemented -- it's retarded to sit there exchange 61,314 CU of carbonic in 200 CU increments.

However, some items should be "outlawed" to trade within stations... i.e. most high end things, capship parts and whatnot. This would eradicate the mundanity of transferring gobs of cargo whilst retaining the potential for intercepting anything worthwhile.
Apr 21, 2018 Mi5 link
We already have 800cu capships, and larger coming in the future. More capstations already confirmed too.

MagicTM that doesn't let certain cargo not be dropped within NFZ sounds like a horrid idea, ALL cargo is worthwhile to a pirate. As Capt'N Blood says "Take all you can, give nothing back!"

Nowhere logged in is safe in VO, not even docked. Instead of trying to get devs to curtail that, take it on yourself to build a capship, and skilled enough to not be pirated, stolen from, killed.

-1
Apr 21, 2018 joylessjoker link
a big massive -1

These repetitively annoying cargo drops we have now are rarely interrupted

I give you credit for admitting that it does happen. I've stolen a few capship parts from players who failed to notice that I'm there. I would be very sad if this aspect of VO goes away.

If you want to make trading easier, at least come up with a way that trading can be still interrupted by pirates and cargo stolen, however preventable and avoidable if the players trading with each other are situational-aware.
Apr 21, 2018 HighTechRedneck link
-1..then how am i going to get your cargo if your docked with it?
Apr 21, 2018 greenwall link
@blaqk who said anything about not trading within the NFZ?

The notion that the right to pirate 234,598 cu of ship paint while it's being transferred should have higher precedence over improving gameplay so players have more time to do the more interesting things (such as PVP) is thickheaded.

It takes long enough to haul large quantities of shit from A to B, it shouldn't then take just as long to transfer it to another player unless it's a high value item. It's unnecessarily tedious and time wasting, much like having to undock/redock to manufacture capship components was.

If you want to pirate people with lame ass cargo and bother hauling it back to the station there are always plenty of newbs zipping around in atli for that purpose.
Apr 21, 2018 joylessjoker link
Just because you don't see a point in piracy in a particular situation, that doesn't mean we should destroy what some of us love about VO.
Apr 21, 2018 aaronund link
Piracy is one of the best parts of VO, but it shouldn't trump everything. It especially shouldn't trump something as common sense as a trade UI. But hey! Why don't we don't we remove UIT, Serco and Itan so everyone has to trade in grey? That will makes piracy much more fun!

I've never had any of my trades interrupted, when someone comes into the sector and I'm not expecting them I dock and wait them out. However, Because pirates want the opportunity to pirate people while they are making exchanges I still have to spend hours docking and undocking. If piracy during these exchanges was common place I wouldn't be making this suggestion.

@Joyless Are you telling me that we shouldn't have a trade UI unless you can pirate it?
Apr 21, 2018 Pizzasgood link
+1 OP. I can still pirate the goods while they're brought to or from the station. Undocking a million times to trade large quantities of items is too stupid to be worth the marginal amount of extra vulnerability.

+1 to Greenwall's contraband addendum.

If we really want some extra vulnerability, we can achieve that by letting people attack the station. After the trade is accepted, the station should lock down whatever goods and credits are being traded, then start a timer before releasing them to the receiving parties. This provides time for people to interrupt, and it represents the time it takes for the station personnel to fire up some forklifts and play tetris with your shit. (The participants of the trade don't need to hang around for this, unless they want to guard things. They can leave, and the station will dump the goods and credits into their station inventory / account when the timer finishes.) While this is happening, provide some subtle indication to others in the sector that a trade is ongoing -- preferably something that requires visually observing the station and which cannot be detected via plugin, so that people have to actually pay attention to notice it. Finally, allow people who've noticed the ongoing trade to blast a hole in the wall of the station so that the goods go spilling out into space along with the forklift jockeys. (Doing this should drop the attacker to KOS with the local faction, obviously.)

Presto. Trades become sane, and looting a trade becomes a hell of a lot more fun.

Oh, and don't forget to have the station charge the traders a small fee to conduct the trade. Gotta pay for those forklifts somehow.
Apr 21, 2018 Mi5 link
@greenwall

You're destroying my gameplay to "improve" others gameplay.

A major reason all these "high-end" items are so valued is because it's such a massive pain in the ass to build/farm them.

This will do nothing but DEVALUE the actual combat pilots who are doing REAL PVP, those who have the wisdom and experience to come up with a reasonable strategy, along with the "high-end" widgets.

You cannot sacrifice the future for expediency.
Apr 21, 2018 Luxen link
after continued thought on the subject, ill +1 this. especially after reading Rin's post.
Apr 21, 2018 Mi5 link
-1 Rin

That's A LOT of workTM to solve a non-issue.
Apr 21, 2018 aaronund link
lol +1 Rin the devs won't do it but that would be so awesome.
Apr 21, 2018 look... no hands link
The way Latos n2 allows such trades to be made could work.

Yes there are some costs involved, but do you really expect the station to transfer your goods for free? PayPal takes a cut even though no physical goods were handled, by anybody. If you want to avoid the costs, then schlep your shit yourself.

I would suggest the devs try changing ALL stations to function like Latos N2 for a couple days. If the economy gets all hooped up, then roll back the change, might cause some people to make some profits, or take some losses, but it is probably the fastest way to see if it would work.
Apr 21, 2018 greenwall link
Yeah Rin's suggestion does sound fun, but wholly unlikely to ever be implemented.

@blaqk

The only gameplay I can see being prevented is that which involves preventing someone from successfully transferring large amounts of worthless goods, not in the capture of the goods themselves. But I find that to be trolling behavior and not beneficial to the game, so I have no problem with it being done away with to a certain extent. As Rin points out you can still try to intercept the initial delivery of the goods -- it's merely the subsequent mind-numbing transfer that is at question.

Honestly it would be a HUGE boost for player driven trade, which is always good for the game -- and grayspace pvpers would benefit hugely from it too (i.e. transfers of valks and proms, helllooooo!?)