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'Crafting Promise' item for safer crafting for others

2 replies [Last post]
Thu, 04/14/2011 - 13:50
Senshi
Legacy Username

Here's a fairly simple suggestion (at least from the interface point of view, which is important) for a less exploitable crafting system. Not foolproof, I'm sure, but better.

Allow players who know a recipe to trade a useless placeholder item that looks like a pale greyscale of the real item and has some suitable name like 'Promise for Dusker Armor'. A player can only trade away one promise for each known recipe. Now, the next time the player crafts that item, instead of 'item moved to arsenal', it becomes, 'item moved to fulfill promise'. Also it would be wise to allow no more than 5 outstanding promises in any case (although at the moment I don't think any item has 5 stages of crafting! But assuming there will one day be some 1*->5* alchemy paths.)

Now, someone could still scam a little bit, but if they did, there'd be a clear 'promise' item to prove the purported crafter actually has the recipe in question, as well as an unfulfilled promise item to support a complaint with something more than a suggestive trade history to point at. And in any case, the would be scammer would have to get a recipe for each attempt and then soon be blocked anyway, even without staff intervention, which is an important consideration. We should want support staff to be able to get on with more important issues than policing juvenile scam attempts as much as possible, and when they are backlogged with juvenile scam attempts to discipline, we should want the scammers stopped anyway!

Thu, 04/14/2011 - 13:57
#1
Tumble
Legacy Username
What's wrong with using

What's wrong with using currency as a placeholder?

Thu, 04/14/2011 - 14:14
#2
Senshi
Legacy Username
A lot!

Well, a little, anyway. That means a both the crafter and the seller have to know the value of the item in crowns or energy (which shift relative to each other anyway, so they have to know it currently), -and- the crafter has to have it available at all times. If either the crafter or the seller doesn't know the true value of an item, there's room to walk away without the second transaction - and because some money has changed hands, it's really now so close to a legitimate trade that staff disciplinary action is exceedingly unlikely.

Also this sort of player solution assumes that every new player -knows- to demand some kind of security before handing over materials. Even if there were an in-game bit of help about that, most new players are unlikely to read it or pay attention to it until too late. Well, I suppose the same is true of my promise items, hmn... but I feel like this sort of system would quickly become understood in a way that currency wouldn't be.

And nobody has ever asked me for currency to hold hostage - of course, I'm crafting for free for friends and guildmates, but ... a scammer would say the same, wouldn't he? 'I can craft that, no charge, just give me the materials, crowns, and energy... ' A scammer can also simply say he doesn't have the currency, and see if the target of the scam changes his mind. If he doesn't have the promise item, then either he doesn't have the recipe or has been failing to craft other promises, either way, something is clearly wrong there.

And of course, the promise item proves that the recipe at least exists, and hasn't been used falsely before, a guarantee that currency doesn't give.

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