infinity wars game Community Forums

Infinity Wars => News and Developer Talk => Game Rules => Topic started by: Ingram IronFist on November 26, 2012, 08:22:22 PM

Title: Trading rules?
Post by: Ingram IronFist on November 26, 2012, 08:22:22 PM
With most online games that I have seen you are banned from selling in game stuff to other people for real money. Is Infinity Wars going to have the same restriction? Or will it go the other way and have in game allowance for real money buying of cards and/or in game currency from other players?

What do people think should and/or will happen?
Title: Re: Trading rules?
Post by: WWKnight on November 26, 2012, 10:51:28 PM
I think Elphie said something about eBay.  I believe it was they wont stop people from doing it, but they are working on in game trading process to make it safer.  I dont know, maybe im making it up.
Title: Re: Trading rules?
Post by: Synnym on November 27, 2012, 01:08:09 PM
Goldfarmers? :P
Title: Re: Trading rules?
Post by: Ingram IronFist on November 27, 2012, 08:13:56 PM
As Long as the game is designed to work with gold farmers as part of its economy then they are not a problem.  It is when they stuff up the in game economy that they become a problem.
Title: Re: Trading rules?
Post by: Voxil on November 27, 2012, 08:29:56 PM
As Long as the game is designed to work with gold farmers as part of its economy then they are not a problem.  It is when they stuff up the in game economy that they become a problem.

That's probably not going to be an issue in this style of game.  "Farming" gold isn't going to be all that possible that I can tell and since you can already buy the product with actual money... gold farmers probably won't have much purchase here.  Something I DON'T want them to do is prevent a secondary market.  If I want to open an Infinity Wars card store to sell my extras, that's something I should be able to do.  Especially since Lightmare isn't selling individual cards.
Title: Re: Trading rules?
Post by: WWKnight on November 28, 2012, 12:59:37 AM
hmmm, im not too sure about that.  Considering you dont own the cards you are selling, legalese may play a part in saying you are selling Lightmares IP.  they may not sell individual cards, but you providing other people wiht individual cards gets in the way of them selling boosters.

Not sure how they will look at it.
Title: Re: Trading rules?
Post by: Voxil on November 28, 2012, 01:34:20 AM
That's a possibility.  I do hope they don't go that way though.  One of the things that has helped keep magic alive has been the secondary market.  Also, there will be a secondary market whether Lightmare wants it or not.  Better to be on top of this stuff and be able to put policies in place.
Title: Re: Trading rules?
Post by: Voxil on November 28, 2012, 01:35:47 AM
Another point.  If I need just one card for a deck I won't go buying a ton of boosters HOPING to pull it.  I'll trade for it or go and see if the LFGS has one for sale.  If you want one card then boosters give a horrible return.
Title: Re: Trading rules?
Post by: Elphie "Agent" Coyle on November 28, 2012, 01:47:43 AM
We're acutely aware of the actual *need* for a second hand market; that it keeps the game alive in so many ways, and that there's neverending complaints about our current competitors not allowing it.

It's quite an intricate thing and *don't* expect it on release, but we have plans for a trading house, where people can safely trade. People will do their thing and sell outside of the game until then, we currently have no problems with that (other games ban accounts for it, but we see no reason at this point to do that) but people do it at their own risk.

~ Elphie. :)
Title: Re: Trading rules?
Post by: WWKnight on November 28, 2012, 01:49:45 AM
I stand corrected!

There ya go Vox :)
Title: Re: Trading rules?
Post by: Koey on November 28, 2012, 02:10:43 AM
We're acutely aware of the actual *need* for a second hand market; that it keeps the game alive in so many ways, and that there's neverending complaints about our current competitors not allowing it.

It's quite an intricate thing and *don't* expect it on release, but we have plans for a trading house, where people can safely trade. People will do their thing and sell outside of the game until then, we currently have no problems with that (other games ban accounts for it, but we see no reason at this point to do that) but people do it at their own risk.

~ Elphie. :)

Just please do not make it the Diablo 3 Auction House.
Title: Re: Trading rules?
Post by: Synnym on November 28, 2012, 12:17:38 PM
We're acutely aware of the actual *need* for a second hand market; that it keeps the game alive in so many ways, and that there's neverending complaints about our current competitors not allowing it.

It's quite an intricate thing and *don't* expect it on release, but we have plans for a trading house, where people can safely trade. People will do their thing and sell outside of the game until then, we currently have no problems with that (other games ban accounts for it, but we see no reason at this point to do that) but people do it at their own risk.

~ Elphie. :)

Just please do not make it the Diablo 3 Auction House.
AH killed my diablo 3 :(
Title: Re: Trading rules?
Post by: Voxil on November 28, 2012, 12:23:19 PM
Thank you.  That's really awesome to hear.  Hrm, maybe I need to look into a Web-fu seminar....  Voxil's Immortal Resources... I got a couple of months to get this down.
Title: Re: Trading rules?
Post by: Carebear on December 02, 2012, 04:59:03 PM
Has it been stated that game currency will be tradable or just the cards?
Title: Re: Trading rules?
Post by: Ingram IronFist on December 02, 2012, 08:58:52 PM
Awesome! A win for trading! :D
Title: Re: Trading rules?
Post by: CrypticApathy on December 03, 2012, 04:49:35 PM
I think selling singles in a similar manner that the game Poxnora http://poxnora.station.sony.com/rewards/runes.do (http://poxnora.station.sony.com/rewards/runes.do) does. You can buy singles from SOE but you use in game currency (gold) to do it. This type of market promotes more game play since people strive to get that card will play more games to get it. It also allows the people that dont want to spend real money on the game something to strive for. Making a rare worth 100k or 150k in game currency where you maybe get 10points for winning and 5 for losing or something. Where its a balance out to where people wont get fustrated and feel its out of reach to get but the card wont be handed to them either.   Maybe allow starter decks or certain precons to be allowed to be purchased in this manor as well. I feel it creates staying power for ftp players and a little extra reward for people that dont mind spending money either. Since it is completely possiable to create a top meta deck with just free cards.
Also to go along with that maybe offer currency boosts that you can buy with real money and in game currency that give you like 50% more earning potential for xxxx amount of time.


Sorry if this was a little off topic.
Title: Re: Trading rules?
Post by: Ingram IronFist on December 04, 2012, 08:50:23 PM
@CrypticApathy

Not at all of topic. I intended this post to be a destruction to see how people would like to see the balance of trading/buying work.

I personally would like to see some form of in game way of cashing in my in game currency. But the only way I could see that working is to be able to sell it to other players. How to make it work cleanly I don't know tho.
Title: Re: Trading rules?
Post by: Zinqf on February 24, 2013, 10:20:34 AM
Have a trading post that allows any player to get any card by ratio.

10 commons from the same set --> 1 common of your choice from the same set
7 uncommons from the same set --> 1 uncommon of your choice from the same set
5 rares from the same set --> 1 rare from the same set
3 epic and/or legendary cards from the same set --> 1 epic or legendary card from the same set.

Positives
1. This would create an effective way to value the trading ability of cards when players are gauging card value via trade.
2. This would create a decent card sink for extras or "low-end" cards of the same rarity...helping cards retain value over time.
3. This actually increases the value of "low value" cards given the ability to trade for a similar rarity through ratio.
4. Useful information could also be gathered on which cards are most often traded.
5. Being able to use the trading post in the same set prevents blasting away your extras to collect everything you need from a new set right away.
6. Ratio may feel steep, but finishing a deck or collection vs losing extras justifies the trade value.
Title: Re: Trading rules?
Post by: atthis on February 24, 2013, 04:46:30 PM
Have a trading post that allows any player to get any card by ratio.

10 commons from the same set --> 1 common of your choice from the same set
7 uncommons from the same set --> 1 uncommon of your choice from the same set
5 rares from the same set --> 1 rare from the same set
3 epic and/or legendary cards from the same set --> 1 epic or legendary card from the same set.

Positives
1. This would create an effective way to value the trading ability of cards when players are gauging card value via trade.
2. This would create a decent card sink for extras or "low-end" cards of the same rarity...helping cards retain value over time.
3. This actually increases the value of "low value" cards given the ability to trade for a similar rarity through ratio.
4. Useful information could also be gathered on which cards are most often traded.
5. Being able to use the trading post in the same set prevents blasting away your extras to collect everything you need from a new set right away.
6. Ratio may feel steep, but finishing a deck or collection vs losing extras justifies the trade value.

They definitely should have something like this although I think what you get should be random, like if you trade in 10 commons you have a small chance to get an uncommon, but mostly you will get a common. Or say you trade in 50 commons, then you have a chance to get a rare/epic/legendary card.

There could also be some sort of "rule" that stated that you never would get the same card as any of the ones you trade in, adding a want to not simply trade in a lot of unlimited cards and avoiding the "I traded that card and nine others just to get another one of that card -_-".
Title: Re: Trading rules?
Post by: Koey on February 25, 2013, 12:18:44 AM
Have a trading post that allows any player to get any card by ratio.

10 commons from the same set --> 1 common of your choice from the same set
7 uncommons from the same set --> 1 uncommon of your choice from the same set
5 rares from the same set --> 1 rare from the same set
3 epic and/or legendary cards from the same set --> 1 epic or legendary card from the same set.

Positives
1. This would create an effective way to value the trading ability of cards when players are gauging card value via trade.
2. This would create a decent card sink for extras or "low-end" cards of the same rarity...helping cards retain value over time.
3. This actually increases the value of "low value" cards given the ability to trade for a similar rarity through ratio.
4. Useful information could also be gathered on which cards are most often traded.
5. Being able to use the trading post in the same set prevents blasting away your extras to collect everything you need from a new set right away.
6. Ratio may feel steep, but finishing a deck or collection vs losing extras justifies the trade value.

Before any trading I would like to see them account bound cards earned through campaign.

I rather see cards just be traded in for IP. And they lower the value of booster packs as more expansions come out.
This way it gives people more reasons to buy super boosters and trade between people.

Also i would rather there be a cosmetic tokens we can trade in duplicate cards in for unlocking alternate card arts or card backs.