Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Haggling wouldn't function well because the days in the game are heavily time compressed. 13 hours ends in roughly 13 minutes. You'd only be able to haggle a small number of times.
Also the game you reference is a game that isn't expected to be played as much. In a game like this one you'd get tired of haggling incredibly fast. The developer has a significant number of features he wants to add that would take less time to code and provide more hours of fun for players.
That is why it would be optional, also weather or not it will be played a lot is up to the player, a big part of this game right now is opening pack after pack after pack of cards, that is no less mind numbing on its own at some point than bartering would be. The idea is to mix and match what you do. You can close down when you are tired of haggling or no longer want to. How long time lasts also is a non-factor here because the idea is not to haggle one item for 15 minute, similar to how PoE handled it in their Expedition league where bartering takes less than 15 seconds in most cases.
Ultimately I think this games wincon is to add as many sub-activities as possible so that the player always feels like they have something to mix up their daily routine.
- Bartering
- Host In-Store Tournaments
- Offer Deck-Building Services
- Manage Online Sales
- Train Staff
- Buy cards from other sellers.