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10/7/2014 12:58:51 PM
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my only issue is that if trading is enabled, it means drops have to be tailored to be a good rate for the entire market, not the player. what this means is that drops become even rarer, you will be even more heavily reliant on vendors and xur, because bungie can't (this is a made up example) make one in 100 mobs drop a legendary, because that means that after a few weeks, the market will be full of useless legendaries that nobody wants! they'll have to make it one in 10,000 mobs, so that the community constantly needs to find these items. Diablo suffered the same issue, trading = bad drop rate, people had no fun because you'd almost never get anything, they abolished the trading house, there's still player to player trading but it's only really used for incredibley rare items.. meanwhile they made it so that if you play the game you will get drops (because people now had to rely on getting drops to progress, just as in destiny), and you start having fun again. issue is that they're still tweaking the balance, the latest change is a step in the right direction, trade i think would scarper all of that.
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  • I see your point here. In my situation however, I'm fine with my drop rate and the items I already possess. (I believe it's fairly scaled if you put the time in) The moments that tend to frustrate me are when I need one more ascendent shard to reach a new light level, or 3 more relic iron to upgrade a legendary, and my clanmate has 2 extra shards, and 50 relic iron he doesn't need, which he would be happy to give me. Instead I have to grind public events, etc because this only happens after I've exhausted my ways of getting shards for the week. Aside from grinding public events, which aren't guaranteed, and I don't have time for (This isn't me being lazy, because obviously everyone benefits within the clan) I play with a close knit group, so small trades within clans would be a welcomed add for me. I'm sure a good amount of people feel the same.

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