Palworld

Palworld

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The Marketplace (NOT RESPONDING ANYMORE.)
An entire market of goods sold by people in palworld.
They don't have to be in your server. Its everyone in your region/country You can sell your items for 4k gold, (As an example,) but there would be a 5% listing fee. (So if you sell an item, any server; even singleplayer servers can see it for a purchase.

You must visit a structure that is a market with an npc in it that can list your items on the market.

Once someone buys your items, you get how much gold you sold it for (Obviously.)

Now if someone sells pal armor for 1 gold, they cant.
There is a minimum price they can sell it for which is the average. (Maybe like 30k per ingot?)

You can also sell pals. (The higher its Ivs, passives, and buffs, the higher the minimum price would be.)

When you buy an item, you trade your gold for that item you want to buy. There would be are you sure you want to buy?" Screen before you buy the item.
Last edited by Sam the big Toucan; Jul 10, 2024 @ 12:16pm
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Showing 1-15 of 24 comments
Tachyon Jul 10, 2024 @ 9:28am 
This Land Is My Land does almost exactly this, and I'm surprised more games don't do it. Not only this, but if a player dies on another server the loot they dropped appears in your world too. Very clever. All the fun of multiplayer in a single-player game! I must play that game again.
King of Amazons Jul 10, 2024 @ 9:28am 
Make it buy and sell Pals, too.
Originally posted by Tachyon:
This Land Is My Land does almost exactly this, and I'm surprised more games don't do it. Not only this, but if a player dies on another server the loot they dropped appears in your world too. Very clever. All the fun of multiplayer in a single-player game! I must play that game again.
Thats not how it works.
Loot from another player that died doesn't show up in your world what are you talking about?
Last edited by Sam the big Toucan; Jul 10, 2024 @ 9:31am
Wantoomany Jul 10, 2024 @ 9:39am 
So you don't see a problem or potential for exploits in having a global market in a game that can have wildly different server rules and gain rates? That has much of its player and item data client side and is open to item creation and duplication, and is a game that has already had issues with hacking?
Doko Jul 10, 2024 @ 9:42am 
I've played 20yrs of WoW to know what happens when you let players control a marketplace within a game. It's always filled with power struggles and exploits, undercutting for control, etc.

Sounds great on paper, sounds super wholesome too, but the reality is so very different, yet playing out the same each and every time.
PKantos Jul 10, 2024 @ 9:50am 
Originally posted by Wantoomany:
So you don't see a problem or potential for exploits in having a global market in a game that can have wildly different server rules and gain rates? That has much of its player and item data client side and is open to item creation and duplication, and is a game that has already had issues with hacking?
hahaha hes back again with a another post lol
PKantos Jul 10, 2024 @ 9:52am 
Originally posted by Wantoomany:
So you don't see a problem or potential for exploits in having a global market in a game that can have wildly different server rules and gain rates? That has much of its player and item data client side and is open to item creation and duplication, and is a game that has already had issues with hacking?
also 100% true. this only works in a multiplayer game like wow.
Originally posted by Wantoomany:
So you don't see a problem or potential for exploits in having a global market in a game that can have wildly different server rules and gain rates? That has much of its player and item data client side and is open to item creation and duplication, and is a game that has already had issues with hacking?
Yeah but hacking is gonna get fixed anyways.
Originally posted by Wantoomany:
So you don't see a problem or potential for exploits in having a global market in a game that can have wildly different server rules and gain rates? That has much of its player and item data client side and is open to item creation and duplication, and is a game that has already had issues with hacking?
Just to tell you something, singleplayer players can sell their items to other singleplayer players as well.

It doesn't need to be a multiplayer server.

Its like a merchant that can trade quartz maybe for gold people sell it for.

The marketplace can be so good for getting, or selling dog coins.
Last edited by Sam the big Toucan; Jul 10, 2024 @ 10:00am
Wantoomany Jul 10, 2024 @ 10:06am 
Originally posted by Mr. Stego:
Originally posted by Wantoomany:
So you don't see a problem or potential for exploits in having a global market in a game that can have wildly different server rules and gain rates? That has much of its player and item data client side and is open to item creation and duplication, and is a game that has already had issues with hacking?
Yeah but hacking is gonna get fixed anyways.

Hacking is never going to be completely fixed unless they redo the entire game to move client side assets to server side. I dont see that happening.
Sam the big Toucan Jul 10, 2024 @ 10:08am 
Originally posted by Doko:
I've played 20yrs of WoW to know what happens when you let players control a marketplace within a game. It's always filled with power struggles and exploits, undercutting for control, etc.

Sounds great on paper, sounds super wholesome too, but the reality is so very different, yet playing out the same each and every time.
You dont control the marketplace, you add things to it.
wildbill Jul 10, 2024 @ 10:09am 
Originally posted by Mr. Stego:
Originally posted by Wantoomany:
So you don't see a problem or potential for exploits in having a global market in a game that can have wildly different server rules and gain rates? That has much of its player and item data client side and is open to item creation and duplication, and is a game that has already had issues with hacking?
Yeah but hacking is gonna get fixed anyways.

LOL. Hacking is going to get fixed? There will always be hacking as long as the internet exists.

We need to live in the real world. I agree, a world market can never work. Given that each server has different rates and there are hackers, but many more reasons I'm sure.

Now a market on a single server, or maybe a cluster of servers all at the same rates. Could work, but of course there is always still the chance of it getting hacked.
Sam the big Toucan Jul 10, 2024 @ 10:11am 
Originally posted by Wantoomany:
So you don't see a problem or potential for exploits in having a global market in a game that can have wildly different server rules and gain rates? That has much of its player and item data client side and is open to item creation and duplication, and is a game that has already had issues with hacking?
I mean like i do get your point.

Someone can sell a power lotus and hack it so that a virus gets in your computer. But I am very sure that Palworld knows that they need an anti-cheat engine to stop those bypassses.
Last edited by Sam the big Toucan; Jul 10, 2024 @ 10:11am
Sam the big Toucan Jul 10, 2024 @ 10:12am 
Originally posted by wildbill:
Originally posted by Mr. Stego:
Yeah but hacking is gonna get fixed anyways.

LOL. Hacking is going to get fixed? There will always be hacking as long as the internet exists.

We need to live in the real world. I agree, a world market can never work. Given that each server has different rates and there are hackers, but many more reasons I'm sure.

Now a market on a single server, or maybe a cluster of servers all at the same rates. Could work, but of course there is always still the chance of it getting hacked.
You know, this is supposed to be like a simple marketplace system.
Last edited by Sam the big Toucan; Jul 10, 2024 @ 11:16am
McGoodGreen Jul 10, 2024 @ 10:20am 
Another bad idea that others have pointed out would be foolish and a waste to try and they provided fantastic reasons for why it wouldn't work.

Stop.trying.to.make.this.another.game.

Palworld is Palworld. I suggest you first learn what this game is all about and how it plays before you make anymore horrid suggestions that go against the creative and solid foundation the games built.

Stop trying to make it into a live service MMO, stop trying to make this Pokemon, it is clear you really really wanna be the creative type, take a class. Seriously, most basic video game classes teach you the correct way to think about adding and building your game. Your ideas often go against guiding principals that make games fun and easy to understand for a varied of play styles.

This isn't like Lego where you can just toss any crazy idea out there and it could work.

There are complex design ideologies that are at play, and your ideas often go against core mechanics that make this game fun and seem to try and attempt to make it into some other video game you know and enjoy.

Stop.

Oh, and a final thought, maybe stop spamming so many responses. Just like...make a full response? Quoting the same persons messages as you make two back to back posts looks awfully nooby.
Last edited by McGoodGreen; Jul 10, 2024 @ 10:21am
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Date Posted: Jul 10, 2024 @ 8:55am
Posts: 24