• Announcements

    • IMPORTANT - REACH US IN THE NEW FORUM   05/04/2017

      Ladies and gentlemen ATTENTION please:
      It's time to move into a new house!
        As previously announced, from now on IT WON'T BE POSSIBLE TO CREATE THREADS OR REPLY in the old forums. From now on the old forums will be readable only. If you need to move/copy/migrate any post/material from here, feel free to contact the staff in the new home. We’ll be waiting for you in the NEW Forums!

      https://community.blackdesertonline.com/index.php

      *New features and amazing tools are waiting for you, even more is yet to come in the future.. just like world exploration in BDO leads to new possibilities.
      So don't be afraid about changes, click the link above and follow us!
      Enjoy and see you on the other side!  
    • WICHTIG: Das Forum ist umgezogen!   05/04/2017

      Damen 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.
      Das Forum hier bleibt allerdings erhalten und lesbar.   Neue und verbesserte Funktionen warten auf Euch im neuen Forum und wir arbeiten bereits an weiteren Erweiterungen.
      Wir sehen uns auf der anderen Seite!

      https://community.blackdesertonline.com/index.php Update:
      Wie angekündigt könen ab sofort in diesem Forum auch keine neuen Beiträge mehr veröffentlicht werden.
    • IMPORTANT: Le nouveau forum   05/04/2017

      Aventurières, 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.
      Venez visiter le nouveau forum!
      https://community.blackdesertonline.com
      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

trading Trading EXPANDED - Part 1: Here to There


5 posts in this topic

Posted

I must say that the devs have created a GREAT sandbox game with wonderful potential. Even though the foundation is solid and there is room to grow, I feel there are some flaws that could hamper the longevity of this game as a sandbox.

I feel the most important aspect to the longevity of a sandbox MMO is the concept of horizontal progression vs vertical progression. While a themepark MMO thrives on vertical progression, a sandbox will thrive on a plethora of horizontal progression options, with fewer(but meaningful) vertical progressions in the form of specializations.

One other game I've seen BDO be compared to(rightfully so) is EvE Online. Eve devs eventually gained an understanding of the importance of horizontal progression vs vertical in a sandbox, and have taken great steps in improving their game as shown in their "Tieracide" and ship re balancing efforts.  In my opinion, this move GREATLY increased the longevity of Eve by adding more options for specialization, as well as improved the accessibility for newer people. Basically, every ship in Eve had a role that allowed it to remain useful from beginning to the end, and vertical progression consisted of increased specialization and more narrow focus.  I want to see BDO take the same steps, but I want it to not take half a decade for them to figure out this is needed. My suggestions will provide ideas in how this can be done.

----------------------------------------

This suggestion focuses on Trading Life Skill. Currently it's what I enjoy doing most in BDO. I know trading will be expanded in the near future with imperial trading, black market trading, sea trading, etc. This is great and will provide many options for horizontal progression and specialization, but I don't want the tools of the trade(:ph34r:) to lag behind by only providing vertical progression.

The mechanics of trading consist of Buying Object A for cheap from Trader A, Then selling it at a profit to Trader B. The most important aspect of this is the movement of goods. Currently the options to do so is too much vertical progression:

Land Based
Walking -> Donkey -> Wagon/Cart

Water Based

Raft-->Ferry(rowboat) ->Fishing Ship

---------------

There's hardly a reason to use the previous option once you have the best such as the Noble Wagon and the Fishing Boat and I think this can be improved. To understand how to provide more horizontal progression options, We have to know all of the current attributes pertaining to trading and the vehicles:

Carry Weight, Inventory Slots, Item Protection, Stability, Travel Speed, Guaranteed Price, Distance Bonus, Bargaining, Comfort(New)

Trade Items - Trade Goods, Workshop Crates, Fresh(ish) fish, Trade Loot(from killing/gathering), Black Market Items(not in yet?)
--------------
The idea is that every type of transport would focus in the type of goods they are best at moving, which allows traders to specialize like so:

Walking - Very Slow carrying Trade goods and Crates  but allows the most amount of slots through the inventory. Absolute best for trading Trade loot due to the many inventory spaces and low weight. Low item protection so taking damage can either lowering value or destroy items. High Stability. Best way to deliver scavenger hunt Treasure(New)

Donkey - Best at smuggling black market goods(New-ish). Provide low amount of slots and ok weight. Donkeys can be trained to learn different skills(New) that aid in trading/movement and evasion.  High Stability.

Wagon/Carts- Now wagons/carts will be divided into base models provided below, which will then have various specialties that come with extra bonuses to a narrow aspect of trading. For those of you familiar with Eve Online, this is similar to the Tech 1 general role -> Tech 2 specialized role relationship of ships.

  • Farm Wagon - This wagon specializes in carrying Work Shop crates. Workshop crates differ compared to Trade Goods in that they are stackable and tend to weigh less per unit than a Trade Good. The Farm Wagon will have the lowest slots, but be able to carry the most amount of workshop crates by having a special ability that causes all crates to weigh 50% when placed in it. Otherwise it will have weight limit less than Trade Wagon. Lowest speed. 1 Passenger slot(New)
  • Trade Wagon - This wagon specializes in trade goods, so it will have the most inventory slots and decent carry weight. It will have the best item protection for those run in with bandits/players but low stability so you should probably stick to roads and avoid obstacles/debris. Moderate speed. 1 Passenger Slot(New)
  • Noble|Transport|(New) Wagon - now this will be the biggest change out of the wagons. Currently the noble wagon is the best wagon you can use for all purposes, and I don't think it should be that way. The Noble Wagon will now become Transport Wagon, with the Noble Wagon being a specialized variation of it. Transport wagons will come with very little item slots compared to a trade wagon, but then will come with unique slots called Passenger Inventory that will allow the player to transport NPCs for fare. The transporter may also transport players that are in their group.

Boats - Boats will have similar specializations to the wagons, so I won't go into them as deeply

  • Raft - Similar to donkey. Slow. Smaller inventory and weight limit but more difficult to notice for smuggling.
  • Ferry - Passenger transport ship. Fastest Ship. Low carry weight and inventory.
  • Fishing boat - Highest amount of slots for carrying fresh fish. Low weight allowance. Able to preserve fish by increasing the time the fish keeps it value by a %. Low item protection. Moderate Speed.
  • Cargo Ship - Decent amount of inventory space, high weight limit. High Item protection but low stability. Low to Moderate Speed.

Each of these options are just the base option, so they will still be slightly better at their speciality, and ok with all other roles. The higher end options dives deeper into the specialty, giving greater bonuses but narrowing the focus of the Trader.

-------------------------------------

Now for explanation for (New) mechanics:

  • Passenger Transport - Traders will go to one static trade manager to buy goods at a low price, then sell it at another static trade manager for a higher price. Transporters will generally visit cities looking for randomly generated NPCs that will wave you down and request transport to another location. NPCs can be found out in the world and may request to be brought to a city/village/node. These NPCs will vary in wealth class, which will determine how much fare they will eventually pay once reaching their destination. Higher class patrons will require the smoothest and safest ride, but they will also have the potential to pay more than lower class patrons. Comfort level can be lowered by taking damage or hitting too many bumps/walls.  There will be a bonus tip if delivery is fast enough, and comfort level isn't too low. Bandit attacks have a chance to kill a passenger, which will hurt your Reputation(New).
  • Reputation - as you deliver more clients successfully, your reputation will grow. Higher reputation will attract better paying clientele and you may even get to transport a VIP for a big payout. VIPs are NPCs that are contested and can only be transported by 1 transporter per server at a time. These are named NPCs that you may have seen around cities and villages.
  • Black Market - I wish smuggling to be a game of awareness and observation with some preparation involved. I would love to see more use of the neat evesdropping feature..so imagine being able to evesdrop on guards and pickup on patrol routes and random checkpoints. Trying to bypass a checkpoint before they look into your goods will cause the guards to attack you, as well as any other guard of that faction will attack you for a time. Donkey's and rafts will have an innate bonus to passing suspicion of guards.
  • Scavenger Hunts - This is for the explorer-trader hybrid. Occasionally you may find a trade loot type Treasure. This will still be sell able to normal trade managers but now you may go to taverns across the land and speak to the tender. This will cause a collector NPC to randomly spawn somewhere in the world, and they will buy your Treasure for a huge payout! These types of delivery missions may require the player to traverse treacherous lands and may make good use of parkour.

I hope with these ideas that the Trading Life Skill would become something that lasts a long time, with many options to support the play styles of different kind of traders. Next suggestion will eventually come called Trading EXPANDED - Part 2: Weapons and Armor of Trade where I will expand on horizontal progression ideas for weapons/items/clothes/uniforms, etc.

5 people like this

Share this post


Link to post
Share on other sites

Posted

Good for me so far...

1 person likes this

Share this post


Link to post
Share on other sites

Posted

Love the concept so far. 


 

1 person likes this

Share this post


Link to post
Share on other sites

Posted

Great idea(s)! I hope your concept for improvement of the game mechanics (or similar one) is implemented in the near future.

1 person likes this

Share this post


Link to post
Share on other sites

Posted

Nice idea!!!

Share this post


Link to post
Share on other sites