Commander to Commander Direct Trading System

Commander to Commander Direct Trading System

Both commanders needs to be inside the same station to establish direct and instant trading system.

In this system you can trade and sell everything, including modified weapons and even ships. The trade can be paid with money or anything tradable.

You can find all commanders from open trade channel and establish trading connection if you are interested what items he is willing to trade.
When clicking the commander name in the open trade channel, it will open a list of everything that he has listed to be traded.


Open Trade With Commander X
Commander X will get a popup. [ Commander A wants to trade. [ Accept / Reject ] ]

If accepted then a trade console will open.

console
(
[Tradable items (list)] <--> [Trading Container (offer list)] <--[SWITCH READY (button)]--> [Trade Container(counter-offer list)] [Accept Trade]
)

While the offers are listed both commanders can see all the modifications and every details of the tradable items. " For example player is selling modified weapon and it can be checked.

After both commanders have listed the items they are going to trade with each other, both of them have to confirm SWITCH READY and press the Accept Trade.
Both commanders offer lists will locked for inspection.

If both commanders are happy with the trade and does not see any faulty items then they can accept the trade with final confirmation.
If the items are wrong in closer inspection then the player can reject the trade and return to offer list.

Wait 10 seconds [Accept Trade Confirm/Reject] - [Return to Offers] [Cancel Action]

When both commanders have inspected the trade items they will have to give final confirmation to trade.

When pressing the [Final Accept Trade Confirmation] button then the offer containers will switch places and the items are handed over simultaneously.

Items will automatically go into trade storage in case items are larger than ship can handle. If player needs to have extra storage then he needs to pay to the station a storage fee.
In case there is no space for storage the trade can not be done. There will be message saying there is not enough room in storage to complete this trade. Sort your storage before trading.


Example in one of the open role games.

http://www.tibia.com/gameguides/?subtopic=manual&section=controls_trading
 
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I practice this in another game I routinely play. I like the idea and the policing going on in place for that game for swindlers and cheats; but until I get the feel of the community here; I will remain ambivalent to its introduction here.
 

Robert Maynard

Volunteer Moderator
There are rank locked ships and Engineered modules require a player to actually play the game to acquire them - just as materials / data for Engineering require to be personally gathered - so I doubt these would be permitted to be sold.

If the prices were not server moderated then players could be twinked, avoiding early gameplay or, worse, players could buy items for real money.

Given Frontier's apparent reluctance to permit player/player credit transfer or material / data transfer, I doubt that a player to player trade free-for-all would be implemented.
 
If the prices were not server moderated then players could be twinked, avoiding early gameplay or, worse, players could buy items for real money.

I can't begin go convey my utter contempt for this based on another game I used to play with this in place. This allows the distribution company to manipulate the market to prevent a shoddy economy from being tanked because of player dissatisfaction.

Given Frontier's apparent reluctance to permit player/player credit transfer or material / data transfer, I doubt that a player to player trade free-for-all would be implemented.

Given the cutthroat attitude of some players in this game, this is why I remain abivalent to its introduction to completely agree with this not being introduced.

But then if they (FDev) had a better attitude at handling the very situation they created through ignoring the issue to setting up band aids to keep involvement to those elements in the game... Well, as hope spring eternal, I think it might change the mindset of those currently here.
 
I can't begin to go convey my utter contempt for this based on another game I used to play with this in place. This allows the distribution company to manipulate the market to prevent a shoddy economy from being tanked because of player dissatisfaction.



Given the cutthroat attitude of some players in this game, this is why I remain ambivalent to its introduction to completely agree with this not being introduced.

But then if they (FDev) had a better attitude at handling the very situation they created through ignoring the issue to set up band-aids to keep involvement to those elements in the game... Well, as hope spring eternal, I think it might change the mindset of those currently here.

Being against a feature because of its failures in another game is a bit unfair. and if it's the game I think you're referring, the issue here stems from the fact that their devs actively encourage scams, hustles, and grifts. So the systemic problems with those kinds of issues are not because of Player to Player trading, and blaming it on that feature is honestly disingenuous.

The fact that Direct trading, Cargo Storage, and Basic Inventory management doesn't exist in this game is honestly ludicrous. And these nonsequitur concerns about how it's introduction will somehow turn ED into EvE Online is just as bat-fink crazy.
 
Being against a feature because of its failures in another game is a bit unfair. and if it's the game I think you're referring, the issue here stems from the fact that their devs actively encourage scams, hustles, and grifts. So the systemic problems with those kinds of issues are not because of Player to Player trading, and blaming it on that feature is honestly disingenuous.

Welcome to the reality where personal perspective can shade anything and everything seen in the world around them. Me in this case. If you look at what I said two messages above, you'll see how I actually approve of it because another company did it through active activity when dealing with scammers, cheats and grifts.

The fact that Direct trading, Cargo Storage, and Basic Inventory management doesn't exist in this game is honestly ludicrous. And these nonsequitur concerns about how it's introduction will somehow turn ED into EvE Online is just as bat-fink crazy.

The problem I'm beginning to see in this through Sandro Sammarco's message in the stream on Crime & Punishment; FDev doesn't appear to be that sort of company because the proposal is coming off as nothing more than a band aid to a situation created since it was proven just how poorly combat logging had been handled for almost two years before the negative news hit the net.

While I admit to being a closet optimist, I often approach things as a realist. And the reality is, until the current business model is changed... This -- like Crime & Punishment -- will be as much a mess as Multi-Crew is.
 
Is it not the case that this would require oversight by Frontier to avoid exploitation and manipulation, that oversight carries a cost.

It would be better if the limited resources would be spent on other areas of the game rather than giving a few players or player groups the opportunity to turn themselves into power brokers within the game.

The issue with player trading is not that between the ordinary folk who will just want to swap a few goods for a few others, its for those who seek power and will want to usurp frontiers authority and impose their will on the game.
This can ultimately destroy a game.
 
Open trade is not a problem if you have NPC system which offers services in fair prices. Nobody would buy from a player for more expensive than from NPC. In games where are open trades have all the tradable items in various places with NPC shops. In this way the players do not gain superior position to get lot of money.

Player to player trade would boost players who has less power to gain more power indeed. I know that, but we already can go to a location where we can dump 500 tons of gold for a newbie to collect. Players already have that power to boost new players up with simply JETISON the cargo.

The whole safe trading system would actually give us markets to sell our materials. We could trade money / material to what ever we wish. Nothing stops us from giving money even now.

Who says you can't buy gold cargo with real money now? You can go to hidden forums and say that you want 1000 tons of gold and you pay $$$ to get it. Then you go to that system and get your material. You go to station and sell your material...
This is already here.

Players could build and mod ships and sell them in market with what ever the price they demand. We could then decide if we want to buy hell expensive or cheap ship.
 
There are rank locked ships and Engineered modules require a player to actually play the game to acquire them - just as materials / data for Engineering require to be personally gathered - so I doubt these would be permitted to be sold.

If the prices were not server moderated then players could be twinked, avoiding early gameplay or, worse, players could buy items for real money.

Given Frontier's apparent reluctance to permit player/player credit transfer or material / data transfer, I doubt that a player to player trade free-for-all would be implemented.

—— VR, Stellar Forge- guess we have it pretty good.—
 
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I think that player-to-player direct trading is something that FD are avoiding like the farming plague. However trading with an intermediate market which obeys supply-demand pricing and availability would be feasible -- even multiple such markets scoped to Minor Factions for a sense of place. You are free to sell to the market, but can only buy if there is stock, with prices varying with the stockpile and the quantity being traded. Local starport markets would also trade with this dynamic market if profitable, as could NPCs if smart enough.
 
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Being against a feature because of its failures in another game is a bit unfair. and if it's the game I think you're referring, the issue here stems from the fact that their devs actively encourage scams, hustles, and grifts. So the systemic problems with those kinds of issues are not because of Player to Player trading, and blaming it on that feature is honestly disingenuous.

The fact that Direct trading, Cargo Storage, and Basic Inventory management doesn't exist in this game is honestly ludicrous. And these nonsequitur concerns about how it's introduction will somehow turn ED into EvE Online is just as bat-fink crazy.

Said it before, I'll say it again.

What's the WORST thing that can happen.

Because that is exactly what WILL happen.
 
So long as real money doesn't change hands, some form of player Marketplace where items could be exchanged would be an excellent idea. My missus plays Hay Day and Sim City on her iPad and both these have systems where you can offer surplus produce to other players who might need it. As an example having dabbled with modding (sorry, Engineers!) I need germanium(?) for the next stage. Rather than finding somewhere to mine it or random chance I scavenge some, let another player who has a surplus sell me it for (say) 50k per unit.
 
We can trade player to player.
You want my Modular Terminals, I want your Painite.
I can eject Modular Terminals, you can eject Painite.

Player to Player trade. Done.

And this can allow new players to skip that "early (lack of) game play", simply by chucking enough cargo for them to buy a ship - any ship, that isn't rank-locked. Mostly Harmless in an Anaconda? Yep, it can be done, and in just a few hours. A few very unexciting hours, but it can be done.

/thread
 
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