IMPORTANT - REACH US IN THE NEW FORUM 05/04/2017Ladies and gentlemen ATTENTION please:
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WICHTIG: Das Forum ist umgezogen! 05/04/2017Damen und Herren, wir bitten um Eure Aufmerksamkeit, es ist an der Zeit umzuziehen!
Wie wir bereits angekündigt hatten, ist es ab sofort nicht mehr möglich, neue Diskussionen in diesem Forum zu starten. Um Euch Zeit zu geben, laufende Diskussionen abzuschließen, könnt Ihr noch für zwei Wochen in offenen Diskussionen antworten. Danach geht dieses Forum hier in den Ruhestand und das NEUE FORUM übernimmt vollständig.
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IMPORTANT: Le nouveau forum 05/04/2017Aventurières, aventuriers, votre attention s'il vous plaît, il est grand temps de déménager!
Comme nous vous l'avons déjà annoncé précédemment, il n'est désormais plus possible de créer de nouveau sujet ni de répondre aux anciens sur ce bon vieux forum.
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De nouvelles fonctionnalités ainsi que de nouveaux outils vous attendent dès à présent et d'autres arriveront prochainement! N'ayez pas peur du changement et rejoignez-nous! Amusez-vous bien et a bientôt dans notre nouveau chez nous
Chaosbelow added a topic in NinjaNeed some advice on gearNeed some direction on where to go with my gear:
The armor is Rocaba chest and shoes, grunil head and gloves. I'm pretty sure I should be upgrading my amror to ultimate and then PRI~DUO it right?
Any advice would help! Thanks and Merry Christmas!
- 4 replies
- 624 views
Chaosbelow added a topic in In-Game BugsNot enough materials for repetitive taskThis seriously needs to be fixed. I want to use my best worker to make a costume but I can't cause of this bug. I am forced to use a blue grade worker just to do the task.
As you can see my blue worker starts the task just fine. While my artisan cant start the task, even after trying to change the amount of times, I get the same error. Please fix this.
- 19 replies
- 3,404 views
Chaosbelow added a topic in Suggestions1:1 Player Trading is too restrictiveTL;DR: Player trading with less restrictions will add a lot of dynamic changes to economy and player interaction. In its current state it is useless and provides no benefits.
In its current state, 1:1 Player Trading is completely useless and either needs to be removed or reworked. The only thing you can trade with other players is consumables. I don't want it removed personally because I love 1:1 Player Trading in games, it makes it way more personal to trade gear to another player, friend, etc. Its a nice alternative to using the market which has taxes, delay for listing, and a prices which cannot be changed (forcing you to sell an item at a set price range). I especially don't understand why the market is forcing us to sell an item within a specified price range or not sell it all on the market. It makes level 10 bows sometimes sell for nearly 10k silver. Who is honestly going to buy a bow that's 10k silver? And sure we can just NPC it but that is less silver and just isn't as rewarding as selling it on the market. I won't go to deep into the market because this post is about 1:1 Player Trading.
1:1 Player Trading as an alternative:
I think if the marketplace were to stay the same in its current state, i.e forcing us to sell in a price range, then 1:1 Player Trading with less restrictions would be perfect! Player Trading is meant to be an alternative to the market, in its current state it's not. It offers nothing different and is more limited. The market has many purposes: sell quickly, provide tax money to guilds, convenient selling and buying from anywhere, easier to find products. The market is great for someone looking for a quick purchase, looking to sell quickly, and less hassle to negotiate prices for an item. 1:1 Player trading with less restrictions can offer many options that would make players consider trading over the market. Such as: negotiation of prices, no taxes, quicker and faster transfer of items from one player to another, helping friends/guild mates with crafting. It will offer a more extensive level of connection between players, allowing the game to feel more connected instead of feeling like a single player game where you cannot help anyone build, craft, or gather materials without selling them. I am sure the economy, market, and player trading were all carefully crafted to prevent many things like gold-sellers, supply and demand, and price gouging.That's not say there isn't any cons for player trading, there is plenty which I will cover in the next topic.
1:1 Player Trading Pros and Cons:
First I will go back to the pros before talking more in-depth about the cons and how they can be alleviated or prevented.
Negotiating of prices is great for a player run economy and allows items that would otherwise go for high prices, prices already set on the market, to go for slightly cheaper. It allows talk and exploration of the true value of that item between two players. It can create conflict, it can create value, and it can lead to changes and shifts in value for an item.
No taxes allows you to gain more silver per transaction. Not much else to be said here besides a better profit for the seller.
With the current system, listing a market item is instant but it takes some time for that item to show up on the market. This works great with the notification system but can be frustrating refreshing the same item for 10 mins waiting for it to come up and hoping no one else gets the item. Allowing us to trade the item guarantees that you will be able to buy that item and you will be able to receive it quickly without waiting.
Lastly, trading to friends, guild mates, or anyone you want to provide items with would be much easier. If you want to help a friend craft a boat and you have high gathering then you can go chop some wood and trade it to him with no hassle. This creates a better sense of community without the worry of having to list it and pray your friend buys the item in time. He would also have to pay money instead of them receiving it for free. Many people have already complained about this, it makes the group effort of wanting to build/craft something utterly useless and a huge frustration. If you want to trade a weapon or piece of armor to a friend then you can easily. Leveling with a bunch of friends and you receive a bow for a ranger friend? Easily trade it to him, no hassle. In it's current state you cannot do that without selling it to him.
I will start with the big one, gold sellers. Yes, we all know gold sellers are a pain but will they ever go away? No. They won't, they will always find a way to trade the gold. Even in the current system with the most restriction I have ever seen for an economy, they will find a way. I can think one right now off the top of my head. Listing an item on the market and having the gold seller buy the product from you. Maybe an obscure product, they know exactly when you list it with the notification system and if you alter the price a little bit they can easily buy it from you. Although with the taxes you will receive less gold, it will still work. Restricting the player trading simply because you are worried about gold sellers is futile and unfair to the loyal player base who will not be buying gold. It is unfair that we have to be restricted because of gold selling. Many games have run with gold sellers for years and at one point it almost becomes part of the economy without being spoken about.
A potential way to fix the gold seller problem is to limit the amount of silver/gold bars that can be traded. This is a simple solution and not always effective but its a quick fix. Another way would be to create a trading token that can be crafted or bought through players/cash shop. Only by using the token can you trade with another player. I am not a huge fan of trading tokens but if it opens up trading for say a couple of transactions or allows players to trade freely then I am all for it. This could also create a real distinction in the value of trading to a player vs. selling on a market. It can create demand for 1:1 Player Trading tokens.
The next con would be less player transactions on the market. But this is where the open world aspect of BDO comes in perfectly. The world is huge, traveling from one end of the map to another can take a lot of resources and has its risks. If you are riding a mount you have to spend carrots to keep stamina full. You could be player killed trying to make it to the meeting point for the transaction. The amount of inventory space and weight limit will be a huge factor on how much you will trade with the player. This is why 1:1 Player Trading is perfect for this game. It allows a dynamic sense of player interaction where you take the risks to conduct the trade with the benefit of no tax, lower prices, and easier/quicker transactions. The market will still be the best way to find an item you need quickly and purchase it. It will be easier to list an item on the market and wait for the money to roll in. While if you want a higher price for the item you can negotiate through player trading and then set a meeting point in the open world. Meanwhile player trading will be a better way to sell/trade an item with varying risks and rewards. Its a great system to provide players with meaningful risks and rewards to trade an item to a player.
Another con would be the fact that you have to carry the items around and spend inventory space and weight. This is great way to help separate the market and 1:1 trading. Instead of carrying the item around you can list it on the market to make easy and quick money. Alternatively this is where wagons, boats, and various other mounts can help alleviate the pain of carrying around the product.
1:1 Player Trading is perfect for an open world game and will provide a lot of meaningful change the gameplay and economy. So please remove the restrictions, in its current state it is useless.
I will update this topic if I find more to talk about.
- 43 replies
- 1,539 views