Selling Mechs - Player To Player For Cbills Only
#1
Posted 02 August 2015 - 11:45 PM
Like some player have locust in his garage, but dont want to play it anymore. It would be great if we could sell any of our mechs to anyone, who offers cbills in ammount that you like for it....
#2
Posted 03 August 2015 - 12:25 AM
1) Make account to farm first 25 matches C-bills bonus.
2) Buy nice mech/equipment
3) Sell to self for ridiculously low C-bill amount
4) PROFIT!!! (from cheating)
#3
Posted 03 August 2015 - 12:37 AM
and deny lets say first 50-100 days for new accounts to trade.
Edited by Titannium, 03 August 2015 - 12:40 AM.
#4
Posted 03 August 2015 - 12:42 AM
Titannium, on 03 August 2015 - 12:37 AM, said:
and deny lets say first 50-100 days for new accounts to trade.
If you have to do something like put a minimum price to prevent abuse it's probably not a system that will be implemented.
Edited by Pjwned, 03 August 2015 - 12:44 AM.
#5
Posted 03 August 2015 - 12:44 AM
Edited by Titannium, 03 August 2015 - 12:49 AM.
#6
Posted 03 August 2015 - 12:54 AM
Pjwned, on 03 August 2015 - 12:42 AM, said:
If you have to do something like put a minimum price to prevent abuse it's probably not a system that will be implemented.
maybe. so then only the 100 days off the trade to avoid cadeting. i think, nobody would wait 100 days, just to use cadet bonuses... /from regular player base. and those who play for years, already have gazilion cbills, and they dont know what to do with it.
I think some mech trade form would be nice...
#7
Posted 03 August 2015 - 12:58 AM
#8
Posted 03 August 2015 - 01:00 AM
Basically it comes down to PGI's business model. Everything is designed to be a slow, fairly frustrating slog of a grind, so that if players wish to speed up or skip the grind, their best option is to spend money on MC, Premium, Hero mechs, packs, etc.
A player-based economy would give players an out, another option to avoid spending money yet still progressing in mechs, and therefore hurt sales to a fairly massive degree.
I don't see PGI ever, ever allowing this in a F2P model that essentially requires us to keep spending real money in order to keep the game itself going.
#9
Posted 03 August 2015 - 01:03 AM
#10
Posted 03 August 2015 - 01:09 AM
Prices can be set by the reseller, a fee of 5% goes to pgi.
Edited by Herr Vorragend, 03 August 2015 - 01:10 AM.
#11
Posted 03 August 2015 - 01:33 AM
Soon you will need an auctioning system.
You'll have scams all over the place.
Reworks and overhauls and governing rules for the auction system.
Flames and rules for a "normal" item value and a logic that checks and warns about fishy deals based on that.
Endless support mails from people who got themselves scammed anyway (and they'll write to support anyway).
All of a sudden: several man-months required on PGI-side to design, implement and govern all that.
And as resources are limited, this would mean a significant slowdown to "proper" features.
Eve-Online quickly exploded into a parallel world with a living, complex economy where you MUST be either student or unemployed (or spend a LOT of money) to keep up.
My advise from several years of Eve experience (back when I was a student):
Don't wish for a complex player-driven economy. It sounds awesome in theory, but becomes pretty "real" pretty fast. I for my part find a rather "primitive" and restricted economy like in MWO rather refreshing. I don't want to do hours of market research again just for buying stuff to avoid making bad deals.
Edited by Paigan, 03 August 2015 - 01:38 AM.
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