Mobster Barter System
Forums › Suggestions & Feedback › Mobster Barter System-
Just a thought to you and the development team...how's about making an in game loot trading system? Where we could trade in unused items for other items. Of course monitored through your team so there is no cheating. For example..... 20 med kits for a union boss or 5 union bosses for a car bomb. Thanks for considering this fabulous idea, for if it weren't for us rednecks a lot of products used in everyday life would not be here.
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I would like that
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*insert mule comment here.
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It can be done without mule'ing. That's why it's done through the game. Every item is assessed a value, and everyone has an equal chance. It couldn't be player to player trade it would be player to in game bot trade.
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I say you just insert a rule where you can only trade with each player once. Player A can only trade with Player B once, but could still trade with Player C,Player D... Player ZZ... Amount passable in a trade would be limited to a max of 5 turf upgrades/ player items and 25 weapons.
There are enough active players that the ecnomy would work, but you would need a huge amount of mules to gain a slight tactical advantage.
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That's not what he's saying, he's saying an automated barter system within the game, not p2p trading.
👍 I like it, sort of. -
ster wrote:
I would like that.
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★ʗℝ₳ℤㄚℝㅌⅆℕⅇʗҜ★ wrote:
Only problem I see with that is a mule can trade in everything for loot upgrades and a muler can just cap the loot.It can be done without mule'ing. That's why it's done through the game. Every item is assessed a value, and everyone has an equal chance. It couldn't be player to player trade it would be player to in game bot trade.
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It could work if it's a market where you put up your extra loot and buy from the same market base on the demand but It may shift the game too much on the richer getting an unfair advantage by buying or trading more then the new guy.
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★MΛVΞЯICK★ wrote:
It could work like buying dp in the sense that stuff goes up as you buy it, but it wouldn't go back down everIt could work if it's a market where you put up your extra loot and buy from the same market base on the demand but It may shift the game too much on the richer getting an unfair advantage by buying or trading more then the new guy.
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I think an anonymous player market that is based off of supply and demand could work.
Example
Let's say you want to buy a union boss so you go to the market, it shows there is a total of 1000 union boss's for 1mil each. These could be put on the market by anyone not just one person. You want to buy 2000, but there are only 1000, so you buy the 1000 UB and now the market shows there are 5000 for 1.1 mil each. It always displays the total amount of loot for the cheapest price.
When a player puts up loot on the market for sale it takes randomly 12-24 hours for it to reach the market. You choose the price to sell it at and pay a percentage to the don for using the market.
Both buyers and sellers remain anonymous. -
Add: KOZY wrote:
Damn this could work!I think an anonymous player market that is based off of supply and demand could work.
Example
Let's say you want to buy a union boss so you go to the market, it shows there is a total of 1000 union boss's for 1mil each. These could be put on the market by anyone not just one person. You want to buy 2000, but there are only 1000, so you buy the 1000 UB and now the market shows there are 5000 for 1.1 mil each. It always displays the total amount of loot for the cheapest price.
When a player puts up loot on the market for sale it takes randomly 12-24 hours for it to reach the market. You choose the price to sell it at and pay a percentage to the don for using the market.
Both buyers and sellers remain anonymous. -
ωⅇɢṡɪⅇṣ wrote:
You'd still have the problems MaddHatter & Maverick mentioned.Add: KOZY wrote:
Damn this could work!I think an anonymous player market that is based off of supply and demand could work.
Example
Let's say you want to buy a union boss so you go to the market, it shows there is a total of 1000 union boss's for 1mil each. These could be put on the market by anyone not just one person. You want to buy 2000, but there are only 1000, so you buy the 1000 UB and now the market shows there are 5000 for 1.1 mil each. It always displays the total amount of loot for the cheapest price.
When a player puts up loot on the market for sale it takes randomly 12-24 hours for it to reach the market. You choose the price to sell it at and pay a percentage to the don for using the market.
Both buyers and sellers remain anonymous. -
About mules trying to get loot for their main accounts - you could limit the people that can do this trading system to players with 5k mob or another similar criteria
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In my suggestion mules wouldn't really be able to mule. Account A puts stuff on the market, somewhere randomly between 12-24 hours later it shows up anonymously on the market.
Account B has to either be watching closely for a cheap loot to hit the market somewhere between 12-24 hours later. There's a very good chance the main account won't get it. -
Add: KOZY wrote:
They mean couldn't a mule buy all kinds of loot for a main account to capIn my suggestion mules wouldn't really be able to mule. Account A puts stuff on the market, somewhere randomly between 12-24 hours later it shows up anonymously on the market.
Account B has to either be watching closely for a cheap loot to hit the market somewhere between 12-24 hours later. There's a very good chance the main account won't get it. -
ωⅇɢṡɪⅇṣ wrote:
Add: KOZY wrote:
They mean couldn't a mule buy all kinds of loot for a main account to capIn my suggestion mules wouldn't really be able to mule. Account A puts stuff on the market, somewhere randomly between 12-24 hours later it shows up anonymously on the market.
Account B has to either be watching closely for a cheap loot to hit the market somewhere between 12-24 hours later. There's a very good chance the main account won't get it.If a player keeps capping loot from a specific player after it has been purchased it could be monitored.
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The"Accountant" wrote:
I think it'd be easier to reserve this criteria for players that meet a level, mob, or time played requirementωⅇɢṡɪⅇṣ wrote:
Add: KOZY wrote:
They mean couldn't a mule buy all kinds of loot for a main account to capIn my suggestion mules wouldn't really be able to mule. Account A puts stuff on the market, somewhere randomly between 12-24 hours later it shows up anonymously on the market.
Account B has to either be watching closely for a cheap loot to hit the market somewhere between 12-24 hours later. There's a very good chance the main account won't get it.If a player keeps capping loot from a specific player after it has been purchased it could be monitored.
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The"Accountant" wrote:
I seriously doubt they'd want to devote resources to that.ωⅇɢṡɪⅇṣ wrote:
Add: KOZY wrote:
They mean couldn't a mule buy all kinds of loot for a main account to capIn my suggestion mules wouldn't really be able to mule. Account A puts stuff on the market, somewhere randomly between 12-24 hours later it shows up anonymously on the market.
Account B has to either be watching closely for a cheap loot to hit the market somewhere between 12-24 hours later. There's a very good chance the main account won't get it.If a player keeps capping loot from a specific player after it has been purchased it could be monitored.
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Ok here's to the glass half fullers.....it can work and will work. Every loot is assessed a value. Example like a deck of cards: common loot is 2's, 3's, 4's, extremely rare loot are Q's, K's, A's. Trading process or exchange process would happen through the in game button. Everyone would have the same exchange rate as everyone else big or small. Yes the seasoned players would have possibly collected more loot than a newer player but that is to be expected. Some may choose to trade car bombs for stamina or trade in police maps for turf limit increase. I think it is a win/win all the way around. Win for the players and a win for the game to increase profits.
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★ʗℝ₳ℤㄚℝㅌⅆℕⅇʗҜ★ wrote:
....and a win for the game to increase profits.
I don't see it as a win for the developers. People converting loot to turf limit would decrease their profits. In fact, any kind of converting loot would hurt them, as people would buy less stam refills, energy refills and crates.
I think it would be cool to barter or exchange, but you need to provide an insentive for developers (like making more money), and like this there isn't, only lost earnings
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Automated bater system within the game or a p2p trade that adds 'values' to each item both sounds good to me 👍
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Even yet more clarification👉 The developers add a new button 🆕, this button takes you to a loot shop. Your personal loot is displayed (each assessed with its individual amount), you have the option to trade-in loot at its value for an (in-game purchasing power)coin, dollar amt or whatever mobsters use to apply towards a loot item you're looking to purchase. Then purchase is made it's automatically added to your arsenal. Thus no room to cheat or steal because it would be a fair swap. Every account would be responsible for there own items, eliminating the muleing that everyone thinks will happen with a ✌second ✌ account.
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ಠ_ಠ (add 245) wrote:
You have been mislead.... People will spend more to obtain items they do not have to trade for items they want. Everyone has a different play style and will embrace this new change to the game.★ʗℝ₳ℤㄚℝㅌⅆℕⅇʗҜ★ wrote:
....and a win for the game to increase profits.
I don't see it as a win for the developers. People converting loot to turf limit would decrease their profits. In fact, any kind of converting loot would hurt them, as people would buy less stam refills, energy refills and crates.
I think it would be cool to barter or exchange, but you need to provide an insentive for developers (like making more money), and like this there isn't, only lost earnings
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★ʗℝ₳ℤㄚℝㅌⅆℕⅇʗҜ★ wrote:
That could work except values will have to be adjusted. Right now the ingame value of a medkit is $500 and a car bomb is $1000. Being able to trade 2 medkits for a car bomb wouldn't be good. Horse heads and espresso shots are worth like $2 and $4 so there would need to be new values given to each item otherwise players could trade a car bomb for 500 espresso shots. Taking away a huge amount of money being paid for stam refills..........Then purchase is made it's automatically added to your arsenal. Thus no room to cheat or steal because it would be a fair swap. Every account would be responsible for there own items, eliminating the muleing that everyone thinks will happen with a ✌second ✌ account.
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I like it. I think it could work with the way he's drawn it out.
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ಠ_ಠ (add 245) wrote:
This would only work for a limited time then fall apart -1I say you just insert a rule where you can only trade with each player once. Player A can only trade with Player B once, but could still trade with Player C,Player D... Player ZZ... Amount passable in a trade would be limited to a max of 5 turf upgrades/ player items and 25 weapons.
There are enough active players that the ecnomy would work, but you would need a huge amount of mules to gain a slight tactical advantage.
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Think stubHub
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Would you look at it?? Just look at it...
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To fix the problem of players who are richer, each thing could be a percent of your income, so as you get stronger and more influential the more it costs.
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ㄗ℟ṏʂㄗعƈҭ wrote:
Wow that's a good problem solver that way to mule would be impossible unless they plan on losing all there$$ it could be like 10% your total $To fix the problem of players who are richer, each thing could be a percent of your income, so as you get stronger and more influential the more it costs.
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