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This eliminates career currency farmers and allows friends to give a friend the thing they need in exchange for something they don't.
Trade may be bad in Warframe but it's even worse in Destiny. TFD can do better by keeping it simple.
The minute you start getting a "marketplace" you get people who solely derive pleasure, from manipulating it like a bunch of sociopaths. Marketplaces are just another excuse to make things harder to grind for as well. It's literally the primo excuse for a developer to lower droprates.
I do however think we need to be able to sell duplicate research mats from our inventory for gold. Seriously, that needs to happen. Perhaps auto convert purple drops and blue mod drops to gold/kuyper at endgame because dear god, I'm sick of having to sell them all via multiple quality of life-less steps, as I've way too many materials for research and just not into gold farming all that much.
It makes sense to use gold (or a new currency, preferably something in hard mode, so that it takes time for new accounts to reach that) for trading, otherwise it's annoyingly hard to find players, who've the exact item you're searching for and they coincidentally needing the item you've a copy of.
And gold takes time to grind as well, so it's not like you throw 5k gold at someone and then expect to get 5 fully build descendants for that.
Okay so don't implement a marketplace. Like I said, if players were simply allowed to peer-to-peer exchange inventory items then their effective droprate in finding specific desired item is multiplied by the number of people they are capable of communicating with.
Give me no way of selling it and buying other things i actually want and eventually i will be fed up, the game is already grindy enough.
Literally everyone benefits from trading, it is not even a question. i wont ever understand people which are against improvement for everyone
For example, if you know how to find the right prices you can buy a whole set or parts from a player that would be far cheaper than if you bought it from the shop. I.e. buying an entire frame for 100 platinum as opposed to 250+ platinum.
exactly. im also starting to get tired.. im sitting on so much crap, i maxed out bunny and thundercage completely already and even the catalyst farm on its own is burning me out.
i am gonna build my ultimate gley fully and that is gonna be it for me for a while unless it gets new content and better ways to farm things
I have seen your idea attempted to be implemented in other games. Something will become a designated currency by players. My guess is Crystallization Catalysts or blueprints for such. I could also see decryption keys being used as a currency if those are allowed to be traded but not gold or kuiper.
uh so it would be better if you could not get caliber at all by trading and increase your descendant slots or inventory size for free?
completely senseless comment imo
Nothing will change. Setting up a sales service would just turn into a factory for Chinese bots using external software. There’s no way to prevent this; bots can be created to run dungeons automatically, regardless of the resource needed. In every game with exchange services, this kind of thing has always happened. Even if you need to trade an item for another, the buyer will trade something useless for the item they want, using real money (euros/dollars).
I don’t know if the game will last long, considering we only have 10 character slots. I think a maximum of 700 hours would allow us to upgrade everything to the max x10. If they release updates with new content, we might have to pay to increase the number of slots we can get, which is an unsustainable economic model. I treated myself by buying two skins, which are purely cosmetic. I won’t buy anything to improve my gameplay (slots, storage, resources, boosts, etc.). Some will call it pay-to-win, others will say it’s not, but I see that if you don’t get the legataire you want with a 6% chance, you can pay to get it. For now, it’s only with content, but it’s not unlikely that it will extend to standard materials like catalysts.
Then maybe % chance drop rates are just a bad idea completely and the game should straight up give you the thing you expect for completing an objective 100% or at least the option to choose a guaranteed reward instead of a rare consumable that influences a rate by 11%
Trade and scarcity go hand in hand.
There are several different ways to approach this problem but i think it's commonly agreed that this current system is not really okay.