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A system to auto-trade your DST items with game itself


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So.. um... duplicates are an issue, we can all agree on that? Good, then let's discuss possible solutions for that one problem and see whether they work! (I totally did not skip over most posts, possibly missing out on another major point)

 

Personally, I don't really want "classy" or "spiffy" or "elegant" or "dapper" or "godly" or "unreal" things that aren't any different from mundane ones. Sure, a neat backpack skin would be great, but there's "common" items I would much like to have. Like a lumberjack shirt, since I have none of those, especially not in the "perfect tint". I even traded a common black shirt for common yellow long-gloves and I am completely happy with that trade, since I didn't like the skirt but adore the idea of a firefighter-suit for Willow :p

 

Summed up: I don't care about arbitrary ranks, I just don't want to be cluttered with replicas of what I already have when hoping for something new to spice things up. I'm sure many of you would agree that waiting five play hours for a currently not owned item, even if it's kind of bad looking, is better than waiting two play hours for another useless "stormgrey pair of trousers". Yuck.

What I would do to deal with people who turn on godmode and idle for hours is make it so that godmode prevents you from receiving gift drops, whether by tweaking the gift code or the godmode code. I don't think that would be too unreasonable a restriction for people who are actually playing the game, and I'm including the ones playing it badly so long as they're still participating and not bothering anyone else. (People who suck at the game and just want to have some fun with their friends deserve skins too. They're decorations, not achievements.)

 

If you're so bad at surviving that you need invulnerability, it's not that much of a hardship to switch to spawning an infinite supply of Thulecite armour and pierogies and whatever else you need. It just requires a little more typing. Hell, you can still use godmode for combat so long as you turn it off afterwards. That way they can still play in Super Easy Cheaty Mode so long as they're paying at least a minimal amount of attention to the game, but if they stand there and do absolutely nothing for real-time hours they'll still starve or die to Charlie.

 

Maybe the best way to tweak the drop system would be to make it so that it's weighted toward items you don't already have? Like, when you have an item in your inventory your chances of getting it again are much lower.

Except the problem with no dupes is what happens once you have all the commons?  Are you then guaranteed a classy or better every time?  Such a system could be gamed to farm four elegant items every week.

 

As for buying stuff for money, that's already widespread on the Steam forum.  They just use TF2 and CS:GO items as an intermediary, or anything else that's marketable.  Making everything automatically available to everyone would eliminate the pay-to-win side of things, but it would also eliminate the random rewards, all trading, any sense of achievement, and I strongly suspect there'd be less variety in which items people use.  I mean, if it was a matter of life and death with a dysfunctional system of entrenched class and race inequality that skewed priorities of what work was done and which problems were neglected, I'd see it differently.  But it's not.

 

I spent years playing a MMO (MSO?  Mass Single-player Online Satirical Stick-figure RPG?) that for a long time had little else to do but power-level and farm, where most items had little value except collecting, where nearly every item could be converted to in-game currency and many players had display cases to show off their collection of 12,000 sporks and 3,000 foons.  There were even competitive leaderboards for these collections.  And still the items eventually became so overproduced that not even collectors and conversion to currency could keep up with the glut of supply, so that a new skill had to be introduced to convert any equipment into crafting supplies to make food, drink, and spleen-able items that are all consumed daily in bulk and removed from circulation.  Now we may not have 600-800 new items per player per day entering the economy, it's true.  We also don't have 8700+ different items available.  We don't have a way to convert unwanted items to in-game currency.  We don't have a competitive collection culture with public display cases where AilaiLou's hundred orange lumberjack shirts can strike fear and awe in the hearts of lesser beings.  We have an item economy with no sinks whatsoever.  It's like if you leave the rat faucet on in the tavern cellar: even if it's only a slow trickle, sooner or later the tavern will be overflowing with rats.  Converting commons to rarer items would reduce the number of items in circulation and prevent them from being completely devalued.  Would this just devalue elegant items instead?  Sure, but since they're currently so rare that people who've been collecting the maximum number of drops every week from the start can't afford to buy one with every item they have, that might be necessary just to place a market value on them at all.

 

Re: Idle Gods

The console commands are all written in Lua.  They're in the portion of the game that's exposed and modifiable.  If Klei changed them so they disable item drops, the idlers would just use a mod to revert those changes.

Except the problem with no dupes is what happens once you have all the commons?  Are you then guaranteed a classy or better every time?  Such a system could be gamed to farm four elegant items every week.

 

As for buying stuff for money, that's already widespread on the Steam forum.  They just use TF2 and CS:GO items as an intermediary, or anything else that's marketable.  Making everything automatically available to everyone would eliminate the pay-to-win side of things, but it would also eliminate the random rewards, all trading, any sense of achievement, and I strongly suspect there'd be less variety in which items people use.  I mean, if it was a matter of life and death with a dysfunctional system of entrenched class and race inequality that skewed priorities of what work was done and which problems were neglected, I'd see it differently.  But it's not.

 

I spent years playing a MMO (MSO?  Mass Single-player Online Satirical Stick-figure RPG?) that for a long time had little else to do but power-level and farm, where most items had little value except collecting, where nearly every item could be converted to in-game currency and many players had display cases to show off their collection of 12,000 sporks and 3,000 foons.  There were even competitive leaderboards for these collections.  And still the items eventually became so overproduced that not even collectors and conversion to currency could keep up with the glut of supply, so that a new skill had to be introduced to convert any equipment into crafting supplies to make food, drink, and spleen-able items that are all consumed daily in bulk and removed from circulation.  Now we may not have 600-800 new items per player per day entering the economy, it's true.  We also don't have 8700+ different items available.  We don't have a way to convert unwanted items to in-game currency.  We don't have a competitive collection culture with public display cases where AilaiLou's hundred orange lumberjack shirts can strike fear and awe in the hearts of lesser beings.  We have an item economy with no sinks whatsoever.  It's like if you leave the rat faucet on in the tavern cellar: even if it's only a slow trickle, sooner or later the tavern will be overflowing with rats.  Converting commons to rarer items would reduce the number of items in circulation and prevent them from being completely devalued.  Would this just devalue elegant items instead?  Sure, but since they're currently so rare that people who've been collecting the maximum number of drops every week from the start can't afford to buy one with every item they have, that might be necessary just to place a market value on them at all.

 

Re: Idle Gods

The console commands are all written in Lua.  They're in the portion of the game that's exposed and modifiable.  If Klei changed them so they disable item drops, the idlers would just use a mod to revert those changes.

 

His idea mentioned that the action would only be doable once a week, so people couldn't farm mutiple elegants in a week, and they could make it to where you trade x number of commons and/or classies in and maybe you get a spiffy with a CHANCE to get an elegant instead or something. It's a pretty flexible idea, I mainly just really want a way to get rid of all these damned red shirts

 

Yeah, you're describing PolarBeer's suggestion.  I agree with it and I think it's a good idea.  I was replying to Mobbstar (no dupes) and DarkXero (everything available automatically) and providing an example where a recycling system vaguely similar to PolarBeer's suggestion improved a virtual economy.

If the drop rate stays the same, and the weighting of the different rarities stays the same, a way to dispose of duplicate commons (or even classies, sooner or later) that neither you nor anyone you know can use will eventually be necessary if we don't want horrific inflation in the trading system. Showering your newbie friends with your duplicates won't work forever; eventually you'll run out of friends who like DST but don't already have a full wardrobe.

 

I do think that if we get a refining system to turn the lower rarity tiers into higher-tier items, the rate of exchange should be markedly steeper than the community trading standard. (Which currently seems to be '2-3 items of one tier = 1 item of the next tier up'.) It'd both give people a reason to continue trading and take more unwanted items out of the economy.

Just wanna share some of my trading experiences this week:

1. Used a pleated shirt to trade for one guy's duplicate white glove, he sent me a counter offer, trying to trade the white glove for my spiffy bag. I asked him what was he thinking, he said he was new and did not know the price of items. He just wanted the bag. The next day, I saw he got a GOH skin, I offered several spiffy bags for it. He declined it and said, sorry dude, I am not trading it. 

 

2. Trying to change a color of my glove, so I offered someone the deal while at the same time offered to change one of his duplicate pants with a different color, thought it should be good enough for him, but he simply declined.

 

So, basically, what I am saying is that trading something at a fair price is much harder than a month ago. It seems that everyone just wants to make the most of what they have and trade for a larger profit. So, yeah, I am also up for an in-game trading system.

ITT: im seeing alot of ppl moaning about idlers.

 

Sure, ill stick my hand up, i idle my kids accounts while they are at school, the looks on thier faces when i show them the new stuff they can use is like winning lotto, not sure how many of you have kids but seeing a big ass smile on thier faces is what u live for.

 

I also moderate a trading network on steam of 53,000 members, quite a few of which play DST and happily trade thier items over to me.

 

When i see people trying to control the influx of items it makes me wonder, what is the purpose of your idea. are you trying to stop more of specific items in to keep your current ones at an improved value? i dont per say need to idle my account or the kids, i can easily knock out 4 hours gameplay, but i personally dont like using the kids PC's - we all have our own PC here.

 

The items are NOT MARKETABLE - they hold no value except to current players.

Am i trying to profit from DST items? - NO - they do not have any value? items like these are only worth what someone else is willing to pay.

 

im 34 years old, ive  been loosely following Klei's development of DS and DST since DS was available for pre-order.
Infact i gifted copies to several friends. Ive been borderline advertising on behalf of Klei because its a great game, both DS and DST.

Infact i still have 4 copies of Dont Starve in my inventory and several RoG DLC AND some DST copies.
Fan of the game much?

 

To end my mini rant, i can see godmode has been eliminated, ill let the kids know that for some apparent reason its been removed. *edit* seems to be working again for me, very odd.
If more stuff starts changing based on people whinging, then im going to start whining too.

 

<wah wah wah u have too many items whine whine>

I have:

74 Common

22 Classy

8 Spiffy

1 Distinguished

4 Elegant

Current stock, i have 30 > 40 coming in weekly from friends who are happy to simply give the items to me as they know im a keen fan of the game.

If anyone would like to punish me verbally for being pro active with my collection and loving the game, go right ahead. ill be here waiting.

Btw: Love the crafting table idea.

That's not true!  I would reluctantly accept just one of your many common dupes (a gray t-shirt) that is one of the only two I'm missing from a complete collection of common skins I don't actually want, supposing I had something to trade for it.  Which I doubtlessly will tomorrow.

Admittedly I haven't played the beta branch much (glad that the features are on the main branch now), but I'm absolutely the type of person to seek out things simply because look nice, rather than rarity. I do hope there's some simple way of recycling unwanted items; I already have things that I know I'll absolutely never use.
I'm usually fine with the color pink, but there's a washed out quality or something about Pigman Pink that I can't stand. Basically anything I get with that color on it is going to collect dust until I find a way to get rid of it.

 

Extended from that, yea, I personally hope restrictions too heavy aren't put in place for getting items. I mean, I probably wouldn't idle just to get clothing, but if people want to, they'll find a way, even if a mod has to be made to circumvent whatever measures are put in place; and removing drops from modded servers would be a pretty bad mistake, considering that there's very little grief protection in the default game.

 

TL;DR Screw the economy, fun things are fun.

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