Forums » Suggestions

Player to Player trade (in-station interface)

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May 26, 2016 Dr. Lecter link
How much safer it makes it depends on how much stuff is being transferred magically instead of manually. Would it make swapping a single FCP much safer? No, because that only takes a few moments outside a station anyway.

Would it make swapping 1000 FCP much safer, though, with such extremely "inconvenient" transactions being the primary purpose of this suggestion? You bet your ass it would, because doing that would take FOREVER. During that period of FOREVER, cargo and two moth-pilots are going to be exposed right outside a station, just waiting (and they're going to be waiting a while) for a pirate to stumble upon them. VO is grossly underpopulated, to be sure, but station sectors aren't THAT underpopulated.

So again, the very thing at which this is aimed is the very thing most likely to actually involve a real safety threat this (supposedly unintentionally) removes entirely. Forgive me for saying it smells like bullshit.
May 26, 2016 Sieger link
It's good to see the discussion is still going on. And it's good to see we have people talking in a civilized manner. Additionally it is good to see that some long term pirates have shown up who see the merit of this suggestion. Thanks all for the feedback.

So I understand the ongoing discussion is still about if my suggestion makes large trades safer from piracy and if the general increase of safety is so high that it just can't be tolerated to implement this system.

While since my last post there were simply too much replies to comment on all of them, I'd like to drop some things that I stumbled upon (either since I agree with them, either since I do not):

- The thing that "it should have been there in the first place" and "other games have this since long ago". I totally agree with this. The whole debate about if it damaged piracy in a severe way or not wouldn't be there if p2p trade in stations was a thing ever since alpha or atleast the reset after beta. Of course you can argue "VO is no game like all the others out there. We are a niche game with special conditions." But that doesn't convince me. It is those little things that make a game more attractive. My suggestion doesn't only make them game easier for us billionaire veterans, it also makes it more appealing for newbies. How would a newbie feel if he heard that large trades are done between players in a stoneage way? Exactly. We won't lose our tight-playerbase charme by dropping this.

- It seems even the people against it (Dr. Lecter) have settled for accepting the general idea, but requesting large downsides (large fees etc.). This is the result of the still un-finished debate about if it heavily affects the fun in piracy and catching traders as they do their hour-lasting exchanges.
I disagree with this because of many of the things that have been said already. Most of the time, the pirate will not be able to steal more than a XC load that is floating outside. Yes, he may already be satisfied with what was in the XC. But how often does it happen? Does it happen often enough to warrant not-implementing this and wasting all our time? I don't think so.
And if it happens, the gain for the pirate is drastically little. Let's imagine I roll into a station sector and blast away a trader who is amid picking up some stuff which is part of a trade that has been going on for an hour now. Will those 2 traders continue dropping their stuff while I'm still there? No. They will wait until I go quiet on 100 or until they know it is past 1 AM in Germany... Then it is reasonable to start continuing the trade. What did I win at the end of the day? 1 XC load. Not much.

Did I convince you with my argumentation? No, I did not. Since you got a point aswell. I cannot deny that it does happen and that you may even get lucky and those idiots actually were dropping 200 Avalons while you were blasting them and then it would be awful if they could safely do it inside a station. My point is "It happens, but not often enough to say No to this suggestion." Your point is "Yep, it does happen often enough and will kill the fun I have too often." You can see it this or that way.

As you see, we will not ever be able to finish this discussion. We will have to agree to disagree. Those who just can't live with this suggestion at all will have to stay with their point. Those who are against it but would like restrictions need to stop asking for immense downsides. Keep in mind the value of saved time. Those people could be flying juicy XCs by you already if they weren't still stuck trading in Pelatus O15 while you guard Latos H2 ;)

So we need something reasonable. A good mid-way. Some people have had some nice ideas which were already added to the amended first post a few days back. I'll list again what I can agree with since I see the need for downsides. Here would be my ideal mid-way solution:

There needs be a minimum requirement for the amount of traded cu. Trades will only work if you trade atleast 1000 cu+ and it must be the same kind of commodity/drop if you are trading items.
The station asks for a fee of 1 million credits for a 1000 cu trade. Every 100 cu above that, the fee would rise by 200k. So if I trade 1600cu, I have to pay the 1 million basic fee+ 1,2 million (6x 200k).

Of course this does not work as well with ships. If rare ships are sold, the players won't be able to get them to 1000 cu. So I suggest a different approach for ships.
Ships can always be traded (of course with respect to the players standing), but each transfer of a ship costs 300k. Example: Lazy Itani X asks Trader Z to import him 5 Valkyries to Odia M14. Trader Z does it and sells them to Lazy Itani X for 5 million credits. Z will pay the 5 million +300k per ship. Seems reasoable to me.


Counter suggestions are welcome.
May 26, 2016 Inevitable link
Ffs don't type so much you could have said all that in two small paragraphs
May 26, 2016 Dr. Lecter link
In many ways, the whole "how dare you make us waste our time" argument is not substantively different from any other grind aspect of large-scale manufacturing. Moving 100 of sub-subcomponent A to build 10 of subcomponent B is also just part of the game. The OP's position also assumes (without providing any justification for the assumption) that the work of concentrating a lot of item X somehow justifies treating a single bulk exchange more favorably than a series of smaller exchanges over time.

So there's just not that much weight to the idea the time involved in exchanging a bunch of stuff all at once is something that should be eliminated as obviously unnecessary/negative. If player A had simply collected the SSS himself, he'd have no need to do an XC conga-line with player B to obtain it. If player A was buying just a bit at a time and stockpiling it, he similarly wouldn't have to sit there for an hour at a single go, either.

Instead, he wants to shortcut that whole process and just buy it all at once from player B. That's fine as far as it goes, but why should player A be any safer with that approach versus either collecting it himself or collecting a couple mothloads from player B every day for a few weeks?

The fact that you'd *like* to do this all at once and have concentrated the stuff to do it all at once simply does not justify special-casing your safety for the biggest transactions. Nor is a measly 1k-2k per cu fee nearly enough to balance that uniquely magic safety. I'm not necessarily against the OP, but balance demands there be an eye-popping costs to shortcutting what would otherwise be hours (if not literal days) of exposure to other players.

Seriously, who the fuck do you guys think you are, that your gameplay deserves to be conducted in utter safety. Should miners be able to mine from inside a station, too? Or is it just people who aggregate/make manufacturing stuff and then sell it to other players for subjective prices who deserve to have the actual substance of their work (i.e., selling and transferring to another player) happen in total safety and without any chance that someone will screw you on a deal?
May 27, 2016 sham69 link
+1 only if we have this
make the transaction require time to be processed dependng on the quantity and mass of items transferred from a few hours to days.
and implement this:
https://www.vendetta-online.com/x/msgboard/3/31491#377598

Pirates have a right to get lazy too!

PS: dont forget to have union strikes for station personnel to add more delay just like ion storms happen!
May 27, 2016 csgno1 link
Seriously, who the fuck do you guys think you are, that your gameplay deserves to be conducted in utter safety.

It's like you're intentionally missing the point. As players gain experience they lose almost nothing to the pirate wandering into a station during a trade. When I was making a trident I lost 3 FFSA and one FCP, total value about 1.6 mil credits, and 2 of the FFSA was to nationalists and not pirates.

'Utter safety' is not the reason. It's 'utter boredom'. I have about 90k cu of shit for sale at the moment and I can only stand to move about 6k cu a day via the utterly boring method of going around in circles. That's a bottleneck. If other feel as I do then it's slowing down trade. If you add millions of credits to increase the cost each trade by 3000% that makes the method pointless. Maybe you should ask instead who the fuck do you think you are, insisting there be no convenient way to perform large scale trades when it's something that is not part of your game-play. Write back when you have an actual compromise to propose, until then don't feel you have to repeat yourself.
May 27, 2016 Dr. Lecter link
Why don't you crunch some numbers on how long you'd be exposed to actually swap your "90k cu of shit for sale at the moment" manually? Then I'll let you know whose gameplay would be affected by making that instead happen instantly and in complete safety. Until then, my compromise of paying more than you've decided a given part is worth is immensely reasonable: after all, those credits aren't buying just, say, 10 FCP, they're buying complete safety for a trade and that's unique in VO. Sound good, sweetie?

Also, let's not forget the reasonableness of current trident build requirements obviously take into consideration the time needed to manually swap components. Should the OP be implemented in any form, they'll need increasing to maintain balance.
May 27, 2016 Darth Nihilus link
As soon as you say "trident requirements are reasonable", or anything of that nature, you prove how little experience you have with building one.

However, as far as OP goes, it should only be available to transactions over 2000cu, at least. Making this available to someone trying to buy an EHA or some other final-tiered trident part would be against everything that VO is about.

I once made a deal for 4000 SSS. The transfer of that took about an hour and a half of straight docking and undocking. That was not fun. I see no reason that this type of transaction should require all that dropping. If you are buying something in bulk, it probably isn't worth that much as individual units. So, the risk associated with losing a load to a interrupting pirate in so marginal that it is irrelevant.

In my opinion, the only legitimate argument against bulk transactions having an in-station process, is the possibility of someone trying to block a bulk transaction.

Example:
I am selling SSS to person A and person B really doesn't want me to do that. So, person B follows me around, threatening to pickup any SSS I drop.

Anyways...
May 27, 2016 csgno1 link
@Darth 2,000 is too small, make it 10,000.

@Lecter That's 90,000 cu of shit that isn't being transported around grey and UIT space, not because it's too dangerous to transfer, but because it's too boring to transfer. It's an aspect of trade that stops larger amounts of trade before any pirate even logs in. If, using Darth's experience, it takes 90 minutes to transfer 16,000 cu, then 90k cu would take about eight and a half hours to transfer.
May 28, 2016 DeathSpores link
just ask for a player owned constellation.
May 29, 2016 csgno1 link
Is that a suggestion, DeathSpores?
May 31, 2016 Sieger link
I think we are not moving forward here. A developer reaction would probably shine some light in here this is ever possible, if it's too complicated to code etc. etc.

Inevitable - Yeah. Maybe I should have come up with a shorter post. But do you agree with my proposal? Criticism is fine aslong as you comment on the debate aswell!

sham69 - Haha.

Dr. Lecter - I don't think we can agree here. I see the need for a cost. But basically everything Harpo said in his replies to your latest two posts hits the point pretty well. Experienced traders will seldomly to never risk trading important goodies when there's the danger of someone disturbing. And even if there are a few silly ones, those guys are not safe. This issue has been addressed with the 1000 cu+ requirement of items that'd come with my suggestion. You'll still be able to fetch your EHA, should anyone ever drop one.
Your "the transaction costs 10x more than what is being traded"-idea would just kill the whole system and make it useless. You'll have to disagree with the suggestion if that is as far as you'd go with compromises.
And I really had to laugh at the " reasonableness of current trident build requirements". It's easier than it used to be back when I build. But reasonable? Haha. Go build one.

Darth Nihilus - Ok. So you counter-propose 2000cu. Noted.
May 31, 2016 joylessjoker link


I'm not sure what you're expecting them to do. Silence is an answer in itself. The usual reason for silence is that they have nothing useful or productive to say. They have their plate full already with 1.9 release, steam, etc. It's rather obvious that this change wouldn't be a low hanging fruit. Even if they LOVE your idea, all they can say is soon (TM). Depressing, ain't it?
May 31, 2016 Hule. link
I would be fine with the ability to jettison cargo from a station in the same way it is possible from a ship. Crates could possibly appear near an exit dock?
May 31, 2016 Whistler link
Incarnate is out of the office on business, hence the lack of replies just now.

Also, I removed a drama-inducing meme which is out of place in Suggestions.
May 31, 2016 joylessjoker link
I bet Inc will be like "Geez I have to explain yet again why we don't have time for those little things"
May 31, 2016 Pizzasgood link
"I would be fine with the ability to jettison cargo from a station in the same way it is possible from a ship. Crates could possibly appear near an exit dock?"

Been there, done that. (Note that I've changed my mind regarding in-station trade in the five years since that thread.)
Jun 04, 2016 incarnate link
Okay, I've been super busy, and out of town, and then super sick and busy, and then out of town again, and next week is going to be nuts again, and the following week I'm in LA (E3). Hooray.

But I just did my best to read through this.

First of all, I agree with the notion that improving super-boring, repetitive tasks is a good idea.

I am also not opposed to the general notion of improving player-to-player trading. We actually had a design for it back in 2002, and then.. yeah.. ran out of devtime. Anyway..

Finally, I am sensitive to a desire to avoid a situation where people manufacture or transfer goods on a massive scale, without any real exposure to risk, although I understand that isn't the specific goal here (more the boredom thing).

I'm not really against some of the ideas put forth here, and I think there should be some form of intra-station trading, but there are also some other things we could do..

For instance, instead of intra-station trading requiring huge quantities, it could require small quantities, with an escalating cost per transaction up to a hard daily limit. Now, I know this doesn't address the issue at hand (at all), but bear with me.. it's more for smaller situations..

Really large transactions could require an inter-station trade, wherein the two people making the transaction could hire an NPC convoy to deliver from any Capship-docking equipped station to any other. In this way, they don't personally have to deliver it, and it should take a lot less time, but it does "create" some gameplay in the sense that there's a high-value convoy going somewhere, filled with stuff that actually matters (most likely) and needs to be defended. It might even give traders a reason to hire fighter-escorts, or that could even become more of a.. thing.

There are challenges related to escrow, payment based on quantity delivered, and insurance for the seller, not to mention the inevitable "convoys break all the time and get stuck" (which is true, but this would give us one more reason to make them really robust and solid, to the betterment of the game as a whole. This is doable, or I wouldn't suggest it).

Really big convoys could be pretty heavy duty, using Constellations or some such, so they wouldn't be trivially assailable. But, again, some risk.

I hope this doesn't uncork a whole lot of new upset squabbling, I haven't had more than a few minutes to think about this issue, and this happened to come to mind as a possibility. This should NOT be taken as some sort of gospel that "this is going to happen" or whatever, I'm just tossing out an orthogonal idea to A) make things less boring and more fun (risk! escorting!) B) create more potential gameplay for others (escorts! pirates! oh my!). Etc.
Jun 04, 2016 Luxen link
Incarnate++

maybe ill spam that im releasing a convoy, and fill it up with Free power cells :)
Jun 05, 2016 Sieger link
Thank you for replying, incarnate.

It's good to hear you're not against the general idea of it. Reading what you said and especially reading your own ideas how to implement this (combine this with the convoy system etc.) sounds really interesting and like cool content.

But it also sounds like this needs a whole ton of work (making convoys completely work so they don't get stuck etc.). And how realistic is that this will happen in... let's say... the next 3 months? Probably not very. You said yourself that stuff like this takes awful lot of testing. This may be the "new VoiceChat problem" making convoys work properly. It may take ages.

My suggestion sounds very easy compared to your - of course more fun and content-full - way of course. But I had in mind that I better suggest something easier-to-create instead of pulling out a new big thing that's just not gonna happen in the next few years.
I've changed my approach to accepting compromises. And I'm sure so have other players.
An inner station boring trade box is not as fun as chasing convoys about the place... But it is implemented much more quickly.

On the other hand I see that you are busy. I am all willing to wait if new content and enlarging the playerbase is what you are working on... :-)