DeletedUser
too much abuses and exploitation still
Such as?
too much abuses and exploitation still
(quote comes from here)Gem said:Lets say you want to implement trading of equipment in this game, and you know its a huge problem for cheating and game play balance, so you invent a giant super computer to analyze all trades.
Said super computer is omniscient, and guarantees that ALL trades are not a form of multi cheating. So that issue is solved.
Now lets look at what happens to the game with trading implemented, WITH the cheating loop hole plugged:
1. All equipment found or purchased will now enter the pool of players and begin circulating. Within a couple of months of the start of the game, everyone will have at least a few of the top piece of gear, thus completely devaluating the gear you worked so hard for. After all what good is a necktie of +500 shooting if everyone has one?
2. Towns would start advertising free equipment for joining, for example: Free golden buffalo for any rank 20 or above builder that joins.
I actually have my own idea, but the thread's still stuck in the questions and guides, so...
My idea for handling trading is to let traders trade whatever they like, including giving gifts, but characters can only trade with other characters that are close to their level.
Such as, a level 5 couldn't trade with a level 30, and a level 20 couldn't trade with a level 50, but a level 10 could trade with a level 15, and a level 35 with a level 41.
That's true, I suppose.That would be very easily abused. Just pass the item along from a 55 to a 50, from the 50 to a 45, all the way down to the grateful level 10.
Why is it a problem to trade items for quests?
It'd be just another way to find the items required.
And it could take quite a bit of time off that three river quest.