Forums » Suggestions
player sales/Auction house
with the mitigation of the /launch code shops no longer have the ability to function my suggestion here would be a way to establish trades inside the station or a galactic auction house for plyers to sell items. this way you don't have to re establish the /launch instead give all players a way to make creds selling without the use of bots.
+1 a peer-to-peer trading system is kind of a cornerstone of all MMORPGs... We could definitely use one. I understand Inc's comments that for very large (120+cu) items it may truly be a necessity to exchange them out-of-station, but for smaller items at least it's hard to think of a reason not to implement this. It makes far more sense for two pilots to exchange a 1cu data link connector by cart in the hanger as opposed to undocking, jettisoning, and then picking it back up.
Actually, selling large items within the station makes even more sense. You wouldn't have to show up in an XC just to buy something big. It would also prevent fraud/theft where a player can send the credits and then the other refuses to release the goods.
Sometimes, some players (Wash) steal what other players have purchased through Greyshop, etc.
The completely unused Station Bar could be re-purposed for this. A simple screen with two sides, each player put their offer onto their side, and when they agree to the offers, each must hit accept.
Sometimes, some players (Wash) steal what other players have purchased through Greyshop, etc.
The completely unused Station Bar could be re-purposed for this. A simple screen with two sides, each player put their offer onto their side, and when they agree to the offers, each must hit accept.
Man you guys just want an ultra safe nothing can go wrong game don't you?
FYI All NewPlayerSupply, SWAPMEET, shop & ONE Stop shop are working 100% with no issue.
FYI All NewPlayerSupply, SWAPMEET, shop & ONE Stop shop are working 100% with no issue.
with the mitigation of the /launch code shops no longer have the ability to function
The issue with bots launching from the station was a bug in the implementation released on Sunday. We disabled the implementation as soon as we heard about the problem, and shops are continuing to work.
An updated implementation will go out later tonight, which is not likely to impact shops.
That all being said, it doesn't prevent discussion of better solutions to trading.
The issue with bots launching from the station was a bug in the implementation released on Sunday. We disabled the implementation as soon as we heard about the problem, and shops are continuing to work.
An updated implementation will go out later tonight, which is not likely to impact shops.
That all being said, it doesn't prevent discussion of better solutions to trading.
"It would also prevent fraud/theft where a player can send the credits and then the other refuses to release the goods."
To avoid that, don't pay until after they've dropped the goods and moved away enough that you don't think they'll just snatch them back up. Then, after paying, you move in to scoop them up and take them to the station. It's not fool-proof, but it helps. If you're still too paranoid, you can also negotiate with them to pay half upon jettisoning the cargo and the other half upon successfully unloading it into the station.
I'm in favor of allowing very large trades (thousands of cu) to happen inside the station just to avoid the tedium of manually transferring so much junk, but risk management issues like the above are a feature of the current system, not a flaw. Same goes for the possibility of somebody else crashing your trade and stealing everything. You should have to worry about whether the person you're trading with is trustworthy, and about maintaining information security when conducting high value trades. That kind of stuff is part of what makes player to player trade more fun than just trading with NPCs.
Long-term, I think a big part of the solution to this is contraband and smuggling. Allow in-station trades of legal items, along with suitable fees and taxation, but forbid in-station trades of illicit goods. Then people have to trade those through riskier means, and they have some incentive to trade normal goods that way as well (avoiding the tax man).
To avoid that, don't pay until after they've dropped the goods and moved away enough that you don't think they'll just snatch them back up. Then, after paying, you move in to scoop them up and take them to the station. It's not fool-proof, but it helps. If you're still too paranoid, you can also negotiate with them to pay half upon jettisoning the cargo and the other half upon successfully unloading it into the station.
I'm in favor of allowing very large trades (thousands of cu) to happen inside the station just to avoid the tedium of manually transferring so much junk, but risk management issues like the above are a feature of the current system, not a flaw. Same goes for the possibility of somebody else crashing your trade and stealing everything. You should have to worry about whether the person you're trading with is trustworthy, and about maintaining information security when conducting high value trades. That kind of stuff is part of what makes player to player trade more fun than just trading with NPCs.
Long-term, I think a big part of the solution to this is contraband and smuggling. Allow in-station trades of legal items, along with suitable fees and taxation, but forbid in-station trades of illicit goods. Then people have to trade those through riskier means, and they have some incentive to trade normal goods that way as well (avoiding the tax man).
I would say remove those shop bots too , and work on that escrow system idea which you suggested us in past :)
Allow in-station trades of legal items,
YES
along with suitable fees and taxation,
hell no!
but forbid in-station trades of illicit goods.
yes!!
YES
along with suitable fees and taxation,
hell no!
but forbid in-station trades of illicit goods.
yes!!
Safety and convenience aren't free. There's always a trade-off.
Escrow services are a thing and it makes sense that a station or faction would have one to facilitate trade.
Charge a 20% escrow fee and create an interface that allows a player to place an item into station escrow.
Once in escrow, anybody in the station has the ability to pay the total fee to purchase the item(s).
Once purchased, the seller receives their credits and the buyer receives the merchandise into station inventory.
Do some special condition if available inventory is insufficient.
Seller can pull items out of escrow at any time before sale by paying the 20% fee.
This would also open up a pseudo offline trading platform where the station escrow could be part of the dynamic economy. The items still have to be moved to or from the station. We create fun gameplay by giving people tools to do fun jobs. What we have now is a hammer in a universe full of screws.
Charge a 20% escrow fee and create an interface that allows a player to place an item into station escrow.
Once in escrow, anybody in the station has the ability to pay the total fee to purchase the item(s).
Once purchased, the seller receives their credits and the buyer receives the merchandise into station inventory.
Do some special condition if available inventory is insufficient.
Seller can pull items out of escrow at any time before sale by paying the 20% fee.
This would also open up a pseudo offline trading platform where the station escrow could be part of the dynamic economy. The items still have to be moved to or from the station. We create fun gameplay by giving people tools to do fun jobs. What we have now is a hammer in a universe full of screws.
ok fine, fees are fine but nothing overly complicated or bureaucratic.
A heavy percentage based surcharge to move cargo would pay for the men to move yer cargoes. If you don't like it then move it yourself... OUTSIDE!
Either a flat rate per cu of 500 credits
or
A percentage of the value of said cargo ... 20 is common
or the greater of the two choices.
Discounts for standing would apply of course.
Also players should be unable to launch for 1 second per cu as well.
Safety should be expensive.
Either a flat rate per cu of 500 credits
or
A percentage of the value of said cargo ... 20 is common
or the greater of the two choices.
Discounts for standing would apply of course.
Also players should be unable to launch for 1 second per cu as well.
Safety should be expensive.