Hello and thanks for reading this post. I currently play this game as a Valkyrie on Edan server This thread is here for me to suggest the New Trading system that i'm pushing for and to comment on the current horrible marketplace system.
To get through the marketplace system needs a major overhaul. 35% tax on everything and forcing EVERYTHING to go through it has made many of us players want to pull our hair out on multiple occasions when we fail to get the item we need (be it to super-fast players or bots sniping it first). This marketplace system has also killed the entirety of the concept "Vendor Players / Material Wholesalers" As the 35% tax has made it really unsuitable to do many things.
I understand that they want to avoid "Gold Buyers/Sellers" but this is not the way to go.
As mentioned by Ecchiporo in : http://forum.blackdesertonline.com/index.php?/topic/80422-allow-trading-or-sale-to-guild-members/
"how about you make this but make the other member pay for the armor? So if you want to give the armor to them the have to pay a sum to you so gold sellers wont find a way to make money trough this system. Lets say player A trades with player B and players A items are worth 5mil then player B has to pay tax or has to pay player A a sum of money. I dont know how this should be done but it doesnt promote gold sellers to make money using this method"
This i totally agree. The marketplace already tracks the approximate valuation of items making it hard for people to earn anything through reselling. This could be improved/implemented too in multiple ways i'd like to add.
Marketplace Botting/Scripting is ruining the current marketplace furthur!
With the reason as can be seen & proven in the spoiler above, the urgency for changes to the marketplace increases as they can help other players that don't script/bot to get what they need (at a reasonable price). If not, eventually everyone might as well get a script/bot and play the game of: Who has the fastest computer / internet speed.
1: Personal trade window
By opening the window, the 2 players can engage in a private discussion about how much they would like that item for, but it must be within the current market price (min - max). Here is an example:
Player A is selling a Liverto Weapon. The current min-max price on the marketplace is 9mil - 11mil.
Player B wants to buy it, but Player A immediately states 11mil in the chat window. Player B tries to haggle, and player A concedes for 10.5mil, which is still within the price range of the marketplace. However, player B doesn't have 10.5mil in liquid silver at the moment, and only aprrox 9mil. Player A is of course unwilling to sell at base price, so player B throws in an item worth 2mil - 3mil on the marketplace, and makes up for the rest in silver. Player A doesn't need the item, so player B is forced to valuate the item at the minimum: 2mil. So the total transaction is:
Liverto Weapon <===> Item@2mil + 8.5mil silver.
This way its still within the boundaries of fair-trade, and they are blocked from trading each other for a period of time (lets say 0.5-2hours) to prevent gold sellers from passing large amounts of money through this min-max exploit in short period of time, and the "Gold buyers" would be unwilling to wait so long anyway for a small trickle of maybe 1mil -2mil each time.
2: Player Market
This would allow the concept of the "Player Market", maybe a building where players can meet up for the transaction, and can only do the transactions here. Of course as since you already dumped a 35% fee on the marketplace you'll be unwilling to let players trade freely, so you can make both buyer and seller pay 5-10% of the total valuation of the traded items (like in the previous example, where the toal valuation is probably 10.5mil x2 = 21mil. As its a transaction over 10mil you can make them pay the minimum amount of "Tax", which i would suggest 5% each, which would be automatically deducted from their designated "Home" City.
3: Home City
As for the term "Home City" I use, It would make transactions easier if assuming each city has a "Player Market". The "Home City" of each player would probably contain most of their finances, and can be used to transfer into the other player's account in that city. This "Home City" concept can also be used to pay for auctions on the marketplace while the player is in another city (Like paying for the Item using Calpheon's stored gold while the player is in Mediah's Marketplace). This concept would be like the Cheque we have have in real life.
4: Soulbound Food/Elixir stand in all this
I have a small comment on the current system for the food/elixir trading making them soulbound, but this trading which ofc can take place anywhere, should not be allowed in the "Player Market", for instance. If say a Officer of a guild wholesale buys from another player 30 Knight combat rations to give his guild for GvG, but finds it unable to trade, that would suck wouldn't it? (Ofc as mentioned above, trading rules are to apply!)
5: Auction House - For Marketplace?
Another idea i just thought of, as i have seen more and more players getting angry over being unable to put buy-orders and want it to happen. First i'd mention: This might not happen. The reasons is that if they put a max price for a heavily sought-after item, like pretty much any Kzarka / Liverto Weapon at the moment. Every single pre-purchase orders would be at max price, or at least a large majority. When that happens, you're not going to be like roll a dice and decide randomly who gets it? Not happening. Might as well introduce the "Auction" system!
Much like the Auction System name suggests, it is to add an "Auction" selection for the marketplace. You can keep the tax rate on it, and maybe have a really hefty registering price. For an example of how this system will work, i'll now elaborate.
5.1: Listing an Item & Listing price
Player A wants to list a Liverto blade under auction. The system checks that the current marketplace value of this item (or total value of the stack of item) is above the required value (maybe 1mil?). Since his registering item is above the required value, he is eligible to list it for auction.
Player B wants to list an ancient magic crystal, but its value is borderline 1mil. He sees the listing price (lets say 100k), and decides "Nah not worth" and just dumps it into the marketplace normally.
And other auctions other than player's A goes up. Now what happens next has a few scenarios that could happen
1: The auction starts for that item a set-time later after listing
2: It joins the queue for "to-be-auctioned" items, and the auction happens at an interval (lets say every 4 hours?)
In either case, when the auction period begins, players access the "Auction" tab of the marketplace. Items on auction can be up for as long as the player (or system) set. For example, In case of system set it could be
1: All items regardless of value is up for auction for only this period of time
2: The period of time is determined by the value of the item (like per-million)
And in case of player set, it could be as long as the player wants the auction to last (you could charge them for a listing fee on the time)
5.2: Minimum Increment
Anyway, on to the main part. The item displayed can be bid on by players for the period. For examples sake again, Player's A liverto will be used.
Liverto Blade: Base price: 10 Million Silver.
Every Increment must be at least 100k.
The increment is to prevent @sshat players from only upping the bid price by a small marginal amount and winning with that, like who likes to lose a bid the last second before it closes by 1 silver? This value once again can be preset by system based on item value / set by player
So players see the blade on auction. And player C who wants it immediately bids: 10.1mil. Wow its expected that he'll raise it by the minimum amount.
Player D next sees the bid and goes "pfftt lol ITS MINE". And he bids: 15mil. Suddenly theres a 4.9mil increase. Few people want to contest that instant 50% increase in price.
Player E sees that bid and wants it: However, he waited till the last minute before auction ends to bid: 15.1mil. Wow what an @sshole right?
5.3: Minimum Auction Time
Now to prevent stuff that Player E would be doing, i'd suggest another implementation to this auction system: Minimum auction time: If a bid is made in the last 5 minutes of an auction, the time is reset again to 5 minutes before auction ends, giving others a chance to react by that notification
5.4: Failed to auction & Deposit
Of course, to prevent players from listing items that would just mess up the auction-list page or nonsensical crap that people don't need. There must be a penalty if no one needs it! It cold be something like: "Your item failed to auction, your deposit of 100k has been confiscated". For something like this, maybe the player auctioning an item must deposit 200k when making an auction. When the auction is finished, and in the event it is purchased, they receive back 100k, and the other 100k is used as listing price. However, when the item fails to auction, the 100k is confiscated.
Edit: 6: Removing the Min-Max Price Setting
As mentioned in the comments below by Gadicus, I in truth really want the Min-Max price setting to change. But of course i doubt that would happen as that would invite Gold Sellers yes? However, that has in turn resulted in STUPID prices on the marketplace. EG: Green Rarity Steel Taritas being over in value compared to Blue Rarity Steel Taritas?! Also I saw Yellow Rarity Ham Sandwich being cheaper than Blue Rarity Ham Sandwich. The system is not working. The demand/supply is destroying the market and of course there's differences: Eg: EVERYONE needs these 3 gems: Magic Crystal of Infinity: Assault, Magic Crystal of Infinity: Memory, Magic Crystal of Infinity: Swiftness. However, even with a medium sized supply, there's never enough of them! They buy out instantly always at 300k PP. But you wonder: Why even with such a high demand, the price isn't increasing?! That shows the flaw in the current system. There's an over-demand for this gem yet the max price set by the system ensures that people always have money for it, and the suppliers decide "I might as well keep it for myself, i don't make any real money selling it anyway". So the supply of these gems have been dropping.
Also, Ever wonder why +15 Armor/Livertos always disappear instantly and people need bots to snipe it? It's simply because MAJORITY can afford it. The maximum price IS TOO LOW. Frankly, should there even be a cap to the maximum price?!? As mentioned in the comments below, You can catch the gold sellers if they seemingly buy an item thats like say: 50000% the price of what it should have been. Well while being only able to purchase the cheapest item still works to prevent this from happening, what if its on a constantly missing item: EG: Rough Black Crystal. Not so hard to obtain but the low price ensures its ALWAYS sold out. Well maybe not always, but when was the last time you saw it stay up for longer than 2 minutes?
Frankly. If you want to catch them that much, hire a group of moderators to check the suspicious sales. That is how you find the Gold Seller & Buyer, 2 birds one stone. It shouldn't be hard to filter out the sales that are conspicuously wrong. In conclusion, this suggestion is for the abolishing of the Min-Max Setting for all the reasons stated.
Edit: 6.5: Changing the Min-Max System instead
If you're that reluctant to remove it; Change the Minimum-Maximum from always being set @ that current price, to be gradually increasing / decreasing every week based on Demand & Supply: Eg: If that item has Items that stayed up at that price maximum price (Lets say 120k for a pure iron crystal) for over 1 week. The Minimum/Maximum system will read that people are not wiling to pay that much for the iron crystal and it is an unreasonable price. Thus the Minimum/Max Price Drops a % (Maybe 10% - 20%). Now on the other hand, If there is an item that is constantly sold out, the Price is to increase by the same amount as it would have dropped if not sold (once again, 10% - 20% suggested). Now what about items that have items expiring / constantly being supplied / constantly being sold. Now these items don't really need much change. If the supply is over exceeding demand, Instead of categorizing it as an unpopular price for that item, consider decreasing the maximum and increasing the minimum. That would set the price for that item to be less varied. And finally in the case that the disparity of the Min-Max is not huge (Eg: Birch Logs going for 140 - 150 silver each), I have another suggestion for that
Edit 6.6: The Price-fixed Marketplace
Now in the case of the Birch timber just mentioned, I would suggest totally removing it from the marketplace for a month or so. Instead, changing it into an npc good that is sold/bought at that exact price: Now using the birch timber as a continued example: Currently if you sell it to an NPC, its 80silver PP. And if assuming the marketplace price cap is (140-150) as mentioned, It will now sell to NPCs for a higher price then 80Silver (Eg: If you still want to implement that TAX, like 35%, it would now be 140 x 65% for 91. And players would have to purchase it at 150 silver from that vendor.) This removes clutter from the marketplace too. With this additional system, Players that have too much of an item forever being unable to sell it on the marketplace would be able to sell it to the NPC without making too much of a loss as to compared when they sold it on the marketplace @ Whatever price listed
Edit: 7: Gold Sellers still around anyway
Now Daum would argue: If there isn't a cap to the max price: Gold sellers would come! They'll come in droves and destroy our money! Now listen: YOU'RE WRONG. These past few days i've already spotted gold sellers in channel/server chat already. Even with ALL your effort, they have found a way. Here is the rough representation of how they're offering to sell their services: They party you, and you just afk. They go round killing everything and items go the marketplace. This is where another flaw comes in: You don't have to be in the area to be counted as one of the party members set to get money from auctions off marketplace. So the buyer could afk in calpheon fishing while the sellers are @ pirate island / somewhere grinding the shit out and sales profits are sent to the guy afking in Calpheon too, letting him get money. Also, they offer LEVELING services, where you afk in a safe-spot close to where they're grinding and they just plevel you at the same time, of course charging them for that. Your call Daum. Gold sellers have found a way to abuse your system itself.
Anyway, just accept the fact that gold sellers cant be stopped unless you go all out to monitor everything and EVERYTHING. Because hey, you'd go this far to protect your profit, but you could just adopt an idea or two from this thread and make the current player base more happy to stay in your game and spend money.
In conclusion, this is a way to make the idea of a separate marketplace that is hopefully tax free / lower tax rate that would still deter gold sellers/buyers, while recreating the popular scenes we have in every MMORPG except Black Desert. Please help to make this post known to the game masters so it can be implemented if you agree! Bumping this post would be most helpful too.
Also, if you have an idea related to this trading system, leave it in the comments and I may include it in here if it looks feasible for the GMs to look at!