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NQ-Nyzaltar

Devblog - r0.15 Update (Part 3): Barter System!

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(this DevBlog has been posted on the website on May 2nd, 2019)

 

Hey guys!
This is NQ-Entropy coming at you today with a new DevBlog about what we’re calling Barter, or to be more precise—direct-player trading.

 

Now Markets aren't going anywhere, and we expect the majority of transactions to be done there. But often in the depths of the wilderness, you may not have direct access to a Market and might need the helping hand of a stranger to obtain an extra part or element.

 

That being said, let's talk about our new Barter system. The Barter system is going to allow players to directly trade items and Quanta between one another in the game world. You’ll be able to do this by approaching another player, opening the drop-down menu by right-clicking on the player, and selecting “Barter”.

 

The player receiving an attempt to barter will be notified with a prompt asking him to confirm or deny it, which he can do by using the “y” or “n” keys. Should that player be AFK or totally ignore you, the request will automatically timeout after 30 seconds. If a player is in a position or location where a Barter isn’t possible, the issuer will be notified.


01.png

 

02.png

 

If a player initiates a Barter and another accepts, a brand new interface will pop up; welcome to your Barter screen.
 

The Barter interface is split into four key areas. Starting from the top left, you will see your Bartering partner’s name and basket, with all items or Quanta they may put up for trade. In the top right is your domain, where you can see your personal basket and what items or Quanta you’ve decided to offer. Keep in mind that these screens are updated in real-time, and both parties will see baskets revise as you add or remove items or modify Quanta.

 

 

03.png

 

04.png

 

In the bottom right, you’ll find your inventory which will work exactly as you would expect. You’ll be able to use all of your standard inventory filters and search functionality to find the items you want to Barter. 

 

In order to move items from your inventory to your basket and vice versa, there are several methods:

  1. Drag and Drop: You can click, hold, and drag items.
  2. Double Click: Double-clicking on any item will move it to the other location.
  3. Contextual Menu: You can right-click on any item and select to move it manually from the drop-down menu.

 

The Shift key will still work the same way it always has when moving items that are stacked, allowing you to split stacks of items appropriately.

 

You will notice two buttons next to your respective baskets. This is how you and your partner will confirm that you are satisfied with the current Barter and are ready to proceed with the exchange—however, there are a couple of important things to note.

 

At a basic level, both partners have individual confirmation buttons to designate that they are ready to proceed with the trade. Once both parties agree and have confirmed, the exchange will go through instantly. 

 

At any point during this confirmation, should either player change anything in their basket  (remove an item, add an item, change quanta, etc.) all activated confirmations will be deselected. For example, if I am Bartering an engine for 100 Quanta and I confirm this exchange, my partner may decide to change 100 Quanta to 50, which will automatically deselect my initial offer.

 

The exchange will proceed only when both parties have confirmed the exchange. Speaking in game terms, if I am Bartering an engine for 100 Quanta and confirm this exchange, and neither basket is modified, once my partner activates their confirmation, the trade will instantly complete. 

 

Lastly in the bottom left, you will see your chat. You can use it normally to access your other chat channels, but initiating a Barter will automatically prompt an additional chat window between both players to discuss trading terms. Once the Barter is complete or if the Barter is canceled, this window will automatically close. 

 

In the event that you are unable to receive items due to volume considerations, your confirmation button will turn red to indicate this. If your button turns red on a confirmation attempt, that means that you do not have adequate inventory space to accept new items.

 

Barter will work with the linked container in a limited fashion. When entering a Barter, you will only be able to trade using one inventory source at a time; either your main character inventory or your linked container. This will be defined by your linked container option in the inventory. Should the inventory you are Bartering from becoming too full, you will have the option to transfer items from your current inventory to a secondary one. 

 

At this time, you will not be able to trade dynamic objects such as Territory Scanner results and Blueprints, but this is something we’re striving to accomplish in the future. 

 

Thanks for your support, guys!
As always, feel free to drop any feedback you have to share with us in this forum thread ;)

 

NQ-Entropy
 

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2 minutes ago, Sybily said:

Having a mailbox system like WoW would be pretty cool too

The concept of transporting goods is a big part of DU's gameplay.  That would make it too easy to simply mail resources between planets.

 

There are some things that we might be able to send with in-game mail though.  Like Blueprints, scan data, ect.  

 

 

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39 minutes ago, Atmosph3rik said:

The concept of transporting goods is a big part of DU's gameplay.  That would make it too easy to simply mail resources between planets.

 

There are some things that we might be able to send with in-game mail though.  Like Blueprints, scan data, ect.  

 

 

Good point, it wouldn't be viable unless it was players delivering the mail (could be a business)

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I suspect there is a flaw in barter UI. Of course I have not yet used it, but I have seen same flaw being abused elsewhere. Looks like the UI allows common cheat where the other use can quickly change their offer.

  1. Other user places e.g. 5000000 ducks as their offer.
  2. I place my stuff.
  3. They click confirm, wait one second, take a zero away and reconfirm.
  4. On my side I see their first confirmation and click my own. Because i have to momentarily concentrate to my own UI, there is a good chance I don't notice their change and second verification until too late.

The flaw in the UI is that I can't freeze their offer for review before acceptance. A simple fix would be that I could do it with "Looks good" button. My accept button stays disabled until I clicked the "Looks good". Any change from other side before I manage click the acceptance would disable accept and resets "Looks good". I need to re-verify their new offer. And if their change comes after my acceptance it would reset it (as described in the blog).

 

This two-stage acceptance should be rather simple change in client UI only. It does not need any change in the server protocol.

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45 minutes ago, Helediron said:

I suspect there is a flaw in barter UI. Of course I have not yet used it, but I have seen same flaw being abused elsewhere. Looks like the UI allows common cheat where the other use can quickly change their offer.

  1. Other user places e.g. 5000000 ducks as their offer.
  2. I place my stuff.
  3. They click confirm, wait one second, take a zero away and reconfirm.
  4. On my side I see their first confirmation and click my own. Because i have to momentarily concentrate to my own UI, there is a good chance I don't notice their change and second verification until too late.

The flaw in the UI is that I can't freeze their offer for review before acceptance. A simple fix would be that I could do it with "Looks good" button. My accept button stays disabled until I clicked the "Looks good". Any change from other side before I manage click the acceptance would disable accept and resets "Looks good". I need to re-verify their new offer. And if their change comes after my acceptance it would reset it (as described in the blog).

 

This two-stage acceptance should be rather simple change in client UI only. It does not need any change in the server protocol.

 

This is already accounted for:

 

6 hours ago, NQ-Nyzaltar said:

At any point during this confirmation, should either player change anything in their basket  (remove an item, add an item, change quanta, etc.) all activated confirmations will be deselected. For example, if I am Bartering an engine for 100 Quanta and I confirm this exchange, my partner may decide to change 100 Quanta to 50, which will automatically deselect my initial offer. 

 

It describes the exact scenario you are concerned about.

 

EDIT: I realize you are talking about the ability to miss the change even after the offer is automatically deselected. Although I would personally chalk that to lack of care by the player in question, it wouldn't hurt to add in some sort of pop-up window that will indicate that one of the parties changed their offer, in addition to the automatic deselect. That way, players have a visual queue and are more likely to double check their offer before accepting it a second time.

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It's a good starting point, it's mostly like the in station trade window in EVE it seems. As selling ships or other constructs won't work well with this I do hope we'll see proper contracts eventually. As those will require rights management to be implemented though I'd expect those to come later.

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After both parties confirm, there needs to be one final confirmation screen, showing the trade that's now uneditable, and with a final confirmation button. Otherwise, I see this being open to scamming.

 

Otherwise, I'll be happy to have direct player trading finally. :D

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9 hours ago, Oxyorum said:

 

This is already accounted for:

 

 

It describes the exact scenario you are concerned about.

 

EDIT: I realize you are talking about the ability to miss the change even after the offer is automatically deselected. Although I would personally chalk that to lack of care by the player in question, it wouldn't hurt to add in some sort of pop-up window that will indicate that one of the parties changed their offer, in addition to the automatic deselect. That way, players have a visual queue and are more likely to double check their offer before accepting it a second time.

This is NOT the situation the blog describes.  Now i am nasty: this is why the cheat works. We don't anticipate it. We trust the UI and don't even realize we got scammed. This is a common cheat in some other MMOs.

 

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6 hours ago, Helediron said:

This is NOT the situation the blog describes.  Now i am nasty: this is why the cheat works. We don't anticipate it. We trust the UI and don't even realize we got scammed. This is a common cheat in some other MMOs.

 

 

Did you read my edit?

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if this game is a high risk PVP game, then should your inventory not be hidden from other players other than what you choose to add into the window? to save them killing you for your other loot 

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2 hours ago, Darkfang said:

if this game is a high risk PVP game, then should your inventory not be hidden from other players other than what you choose to add into the window? to save them killing you for your other loot 

But you don't see the inventory of the other player Oo only yours 

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