PMU is a nice community!.. except for when it’s not. A recent incident has pushed this suggestion up to the forefront of my contribution agenda because it is imperative to help remedy a darker side of the community and gameplay experience. I’m going to preface this one with a story.
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Gradiusic and a player named Arki were conducting a trade: 26 Honeys for 26k Poke. The Trade function is inefficient for trading quantities of things and, additionally, does not allow a one-sided trade. To trade it using this function, the users would have to do 26 consecutive trades. One Honey for 1k Poke… one… by one… by one…
To sidestep the issue, they agreed to do a private drop trade in Gradiusic"s house. It"s one thing to drop items in public, however a house is considered private because it"s the one and only map that a player truly owns. So they get all their ducks in a row and commence the drop-trade, looking to accomplish 26 trades in one trade with the kind of efficiency the Trade function presently lacks. The items are dropped and, with ungodly speed and wicked intent, a user named Grumm picks them up before the trade is completed, escaping to the ladder as swiftly as he entered. The user then returns within a few seconds to ask if the victims were mad before vacating the premises for good.
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What would change: The Trade function will be refined to truly, once and for all, remove any need for drop-trading in the community and give users a reasonable way to do business. There are several missing features that are vital to accomplishing just that and, if implemented, will have a positive and lasting effect on everyone’s gameplay experience.
For example,
[ul][li]Add the ability to trade items in bulk (if there is a number ceiling, this number must be high; keep in mind users can have many pages of inventory and thus the Trade function ought to acknowledge and address this)[/li]
[li]Remove the one-sided trade protection. I know this seems counterintuitive to what we’re trying to accomplish, and if that’s what you’re thinking then you’d be absolutely right. It would only be a logical decision if the next step was…[/li]
[li]Add protection against trade changes. Ahah! Now do you see why we won’t need that old trade protection? But what does protection against trade changes… mean? I define it by the implementation of two features. One, a bold and easily visible notification that appears when the trade has changed (a player adds or removes items) and remains for at least ten seconds. Two, a “cool-down” timer that lasts at least ten seconds and prevents a trade from being completed when the trade has changed–it would be reset every time someone changed the items being traded.[/ul][/li]
Why would it change: Currently the rules involving “stolen items” are, by their absence, that if an item is dropped then it’s fair game. Staff is not obligated to replace items. That’s fine and dandy, it places the responsibility on the players, but this system is not fair or acceptable if players are not given a way to trade effectively in all circumstances. How can anyone expect players to be responsible for their items if they don’t even have tools to trade them safely and effectively?
We can only trade items one at a time, and we can’t trade something for nothing. Of course drop-trading exists, of course problems arise from drop-trading, and of course the users who attempt drop-trades aren’t happy. Now what makes Gradiusic and Arki’s case especially important is that they drop traded in the privacy of Gradi’s in-game house–it’d be one thing if they went to the middle of Grassroot and started dropping items–in that case I wouldn’t be defending them at all, but the point is that they didn’t. Then, of all things, the community in chat sided against them! They tried to be responsible for their trading because the Trade function is incomplete at a glance but the bitter truth is that drop-trading, even in private, is NOT safe.
To truly absolve the developers from all responsibility, I propose the above features. Once the players are given a way to conduct every sort of trade, then it makes sense to hold them accountable for their own items–THEN the staff can raise their hands dismissively and shrug saying “Well it’s your fault.”
But it’s then, and only then, when there’s a better Trade function, that it is the player’s fault. As it stands, I don’t believe trading is anywhere near where it needs to be for users to be responsible for trading their items. I’m no one important and it’s fine to operate on the assumption that my opinions are negligible until proven otherwise, but I feel this isn’t healthy for the community and hopefully my presentation will sound logical, fair, and give credence to what I have to say on this. I truly believe this would be a good thing for everyone!
Gah. This turned out to be a bit tl;dr, but for those who do, I hope you find that I tried my best to solve a perceived issue. As always, if you have any questions, ask them! Criticism? Point it out! My ideas are nothin’ special, 5/10 mediocre at best, so I welcome all discussion and dissection as long as we stay constructive and try to move forward.
Thanks for taking the time to read it!