Samapico Posted January 10, 2013 Report Posted January 10, 2013 A command to make a xp-for-money transaction to avoid scams and such... /?tradeexp 1000 150000 Possible responses: -You have offered 1000 exp (500 received) to player B in exchange of 150000$. Type ?canceltrade to retract your offer. -You do not have enough experience points to complete this transaction, or player B has more experience than you. (Note that if we say how many xp is missing, we'll be basically showing player B's exp, which we don't want) (Maybe leave a 5 seconds delay, in case he made a mistake and want to ?canceltrade quickly) Player B receives: Player A offers you 500 exp for 150000$. Type ?accepttrade 8375 to complete the transaction. (Where 8375 is a random number, to make sure that if the player isn't accepting another trade offer that comes in from someone else right before accepting) If player B types ?accepttrade 8375, possible outcomes: -You do not have enough money to complete the transaction. -The equivalent of A> :B:?shareexp 1000 and B> :A:?give 150000 is done instantly If player B does nothing, offer times out after a while ( 5 minutes ? ), informing both players that the offer has timed out. No need for more complicated features like counter-offers or whatever, because the two players would be discussing the terms of their trade anyway, like they already do. How does that sound? Quote
cxc Posted January 10, 2013 Report Posted January 10, 2013 I like the idea. Adding commas to the messages would be good. when numbers get big its easy to mistake 100000 for 1000000 but 100,000 and 1,000,000 are easier to see. Also right before the exp/money exchange happens would need to run the checks on money/exp again to make sure no one is trolling (in case player A or B did ?buy ?give or ?shareexp while transaction was in progress). And if either player fails the second check have a zone announcement that player A just tried to cheat player B of exp/money (or vise versa). Quote
spidernl Posted January 11, 2013 Report Posted January 11, 2013 Meh. Why implement experience, and then make it as convenient as possible for players to turn it into "differently named money"? Keep in mind why experience was implemented in the first place, fellas. Quote
Lone Outlaw Posted January 11, 2013 Report Posted January 11, 2013 (edited) Wasn't this something i've been saying? Most zones just take ideas i yell in pub when i am mad. Takes them about a month, or two, and they pass them off as something they thought up. BUT since it's something i've been yelling for a month, i approve. Just make it so the minimum cash for XP is that 100xp is worth 100,000 money? With that i could only trade 800,000 money for 800xp, right now. And it took me a few weeks to make 800k. (since i only play once a day for an hour). So i'd only raise my ship basically 1 XP level, from 4000 to 5000. And be able to access a few new items. Edited January 11, 2013 by Lone Outlaw Quote
Psythe Posted January 19, 2013 Report Posted January 19, 2013 It's a good idea, but I'm against being able to "cheat" XP in the first place. You can earn it easily enough with the way you get 10xp rewards if you're behind the curve, anyway. I think it should remain very separate from currency. Quote
spidernl Posted January 19, 2013 Report Posted January 19, 2013 I think experience should have a much less prominent 'position', really. It was originally intended to prevent players of say the same squad from feeding one of their players experience, and thereby getting a ship many times more powerful than one built by a player building theirs using only their own money. Therefore, I think shareexp isn't the right tool for the issue at hand, which is that experience can be a little too hard to earn. Only the most 'exotic' of items should really have high experience requirements, in my opinion. A lot more should be available at low experience. Quote
spittnacid Posted January 19, 2013 Report Posted January 19, 2013 Why not just have a ?buyexp and ?sellexp? Just set the ratios so its balanced. Ppl trade anyways so why not just make it easier and scam free? Quote
spittnacid Posted January 20, 2013 Report Posted January 20, 2013 I just suggest it because i once was at a point where my exp far out weighed what I could afford. The exp became worthless. If you can't cash in on exp or cash it out than the sell price should be less harsh. It sucks buying an item to realize its worthless for your play style and turn around and sell it. Which makes me think of 2 other ideas... ability to sell upgrades to other players and limit the amount of upgrades available by the server.... would be interesting to have an economy with a limited rotating stock in the store. Or another idea is a test arena to try before you buy. Quote
spidernl Posted January 20, 2013 Report Posted January 20, 2013 All that is very interesting, but also a great change from how the zone currently works. This usually means it takes quite a bit of time (which unfortunately I don't have much of) to implement. Quote
spittnacid Posted January 24, 2013 Report Posted January 24, 2013 if you can help me setup a test hs server id run it. ppl would just need an ip adress to join. basically anyone with an idea that would require coding would hav to supply it themselves. so no more do this do that but rather hey try this out. you can test out ideas without disrupting the main server. Quote
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