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#2086378 ·published 2011-10-03 04:00 UTC
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Wilderness and Free Trade is a double-edged sword. You may have these unrestrictions, but at the cost of bots and other cheating scum. We all know this.

As a person who likes these game features, yet hates bots, I've been brainstorming way around this while restricting botting. I've come up with a few solutions but this stands out as my best. I'm going to keep this short, sweet and to the point.

Free Trade:

- Limit reinstated HOWEVER....

1) *No* limit if you have a friend added to your friends list over two months. No gold farmer can wait a month for a sale. This would delay their profits massively. Plus, this would make it harder for gold farm accounts to simply transfer gold between accounts as they would need to add each other for 2 + months, and since most of these accounts are temporary and usually throw away, they do not last two months.

This will solve the issue with friends wanting to give other friends gifts. 

2) Re-introduce the 'party mechanic' from the Ring of Kinship through some sort of in-game party interface (so peeps don't have to wear a ring). Allow players to create a party of up to ten (or more?) members. This allows players in this party to trade in boss rooms with an increased trade limit of one million coins. The trade limit would only be relaxed in these hot spots, such as the God Wars Boss Chambers themselves, Dagannoth King's lair, etc. 

This will solve the issues with PvM teams needing to help each other out. 

3) Using the party mechanic, players can select a boss, and from the drops, they can set a coinshare value. For example, if players slect Kree'arra, and make it so Armadyl Hilt is to sell for 70,000,000 coins, the game remembers that for the split. Now, when the players get the drop, they don't actually *receive* the coins right away. The hilt goes into the exchange for 70M coins. 

The party members must all agree on this price for it to set. If one person does not agree, the system does not use it. Every player will be aware of the split they would receive. This would allow PvM players to sell for the prices they want, which often include street prices. 

Let's say an item doesn't sell... After one week since the drop, the item will be coinshared automatically. It will be put in the Grand Exchange for medium price and the players will receive the split automatically (into their bank!) with the low price, just as the system currently works. This is to effectively allow players to not have items they won get stuck on GE on incorrect prices they may have set prior. 

The risk behind this is that in a week, the market can change rapidly. This is something the team has to take as a risk. It's risk vs reward, after all, and since you're gambling this item for a higher price (over time), then it's only fair the market can change. 

4) The Grand Exchange is not altered; you can set any price you want as you can right now. It is impossible to RWT through the Grand Exchange as you do not know the receptient! This will allow players to set the prices they want, allow the market to flow as the players want and not allow merchant clans to return! :)

5) Players may want to sell items for their own prices, sometimes because of street prices, and they would be selling them to players they don't know. More specifically, it is usually a person off the forums, so you *know* the receptient. This is where I introduce... the auction house! (Yes, rip off of another MMO).

The Auction House would allow you to auction certain items, mainly high tier items, such as new items recently released into the game, armour, weapons, etc. It wouldn't be used for resources and such. A player can put an item up for bids, just like the forums, and watch offers flow in. If they like an offer, they can accept it, and the receptient can accept the offer and wala - trade complete!

RWT can happen here, but to circumvent this, you are only allowed to accept an offer once it has more than 3 bids from seperate accounts. 

You would only be allowed to auction a certain number of items per day.