From The Mana World
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#REDIRECT [[Legacy:Trade Skill]]
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A trade system allows players to trade items, money, spells, or anything the game allows to be traded.  In order to make a trade, there are a few steps that ''usually'' take place.  The first step is advertising that the seller has something to trade.  The second step is bartering.  The final step is to actually exchange the item(s).
 
==The Current System==
 
The current trade system requires a player to select another player by clicking on them to initiate a trade.  An item(s) can be added to the trade by selecting them and clicking the add button.  Once both parties agree to the trade, and have pushed the Ok button, they can then click the trade button to complete the trade.  This will exchange item(s) and/or money between the players.
 
==A New System==
 
While the current system is a simple and effective way to complete a single trade, there will one day be a need for a more effective trade system that allows players to offer their items to not only one player, but to the public.  Some RPGs have accomplished this by establishing an auction system that allows players to post items up for auction (and usually set the price) and the public can then search the auction and see the item.  Other RPGs have allowed players to create a small stall which they can fill with a limited number of items.  This effectively turns the players character into a mobile store.  There are pros and cons to each of these types of systems.
 
==Comparisons==
 
Below is a table that tries to identify many of the key features that each system offers and categorize them as pros and cons.
 
{| border="1" cellspacing="0" cellpadding="3"
! style="text-align: left; background-color: rgb(240,240,240);" | System
! style="text-align: left; background-color: rgb(240,240,240);" | Pros
! style="text-align: left; background-color: rgb(240,240,240);" | Cons
|-
|'''Current:'''
''Player to Player''
|
*Difficult to abuse
*Very personal, creates relationships
*Fairly simple
|
*Difficult to display your items to the public
*Little competition between buyers for an item
*Difficult for buyers to locate items for sale
|-
|'''Auction:'''
''Database of items''
|
*A single database can hold all the items
*It is difficult to abuse an auction system
*All items can be seen inside a single window
*Easy to sell items, and easy for buyers to find items
|
*The focus is removed from the players and put on items
*Trade areas become useless because everything just a click away
*Impersonal, feels similar to ebay
|-
|'''Stall:'''
''Individual stores''
|
*Creates a realistic trade environment
*Focuses on the accomplishments of the player
*Fairly personal, you feel like you are doing business with a person
|
*Difficult for buyers to find items
*Crowded areas can cause lag
*Requires users to be logged in to sell items
*Stalls can be placed in ways that can abuse the system (i.e. in front of an NPC)
|-
|}
 
==Effects==
 
The trade system implemented in the game can affect the games community (how people interact with one another), the economy, and the geography.  In the case of the auction system, usually there is a single auction database that anyone can access.  Because the auction allows access to so many items, there should typically be few places where players can access the auction.  This will force player to return to town, for example, to do their trading.
 
==See Also==
 
* [[Dynamic economy system]]
* Froum thread: [http://forums.themanaworld.org/viewtopic.php?p=28336]

Latest revision as of 02:24, 11 October 2019