Duelyst Forums

Ability to trade cards, why not?

Trading could be abused so badly in a game like duelyst. You could just keep on making alts, doing the first few quests to get easy orbs, open them up and trade all of the cards to your main account. There are also a ton more technicalities and issues that are apparent but that is the most obvious one to me imo.

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Remember the humble bundle rewards in the reddit there were 3 or 4 posts begging for codes… Good times

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Yeah trading would kill of the economy of the game, but someone suggested the ‘marketplace’ system where you can sell of your cards for cash, part of which might go to duelyst?
Just my suggestion though, like someoneELSE said, pokemon tcg does have a trading system but I guess it works with 700+ cards and different variations of a single card unlike duelyst.
Anyways would be a cool feature though.

Yeah thats why we use some email confirmation or something like that, or maybe you need to pay real cash to enter the ‘trading center’ you know, some extra way that duelyst can make extra cash and implement the system safely.

If you open up a cash marketplace there’s no way to 100% control it so that some profits go to CPG. In fact, adding a tax like that could very well make the official market less competitive than third party markets that wouldn’t have that kind of overhead for the seller.

Any marketplace or trading system would simply add a lot of complexity and costly stuff for CP to manage while also reducing their bottom line since people would be able to more efficiently fill out their collections (or, if you also remove the spirit system, it would also lead to ridiculous cost increases for cards). Net result is that CP would have to adjust current orb prices upwards and we, the consumer, gain nothing (unless you really like dealing with random internet people to get stuff you want, which I think most people don’t). And that’s assuming that the change doesn’t have unintended negative consequences like PR problems or lost time that could be spent doing something that actually keeps people playing the game, like making expansions.

The current disenchantment system already puts a hard cap on any card or set of cards you want in the game. No matter how valuable a card is the hard cap on 3x copies of a legendary is less than $20 (even with the new uncraftable expansion). For a card game that’s pretty reasonable.

Not that I care much for the suggestion, but if it were implemented, why wouldn’t it just be exactly what Steam Marketplace is right now? There is no “third party market” to be spoken of, because the systems accessible by the game and players are wholly controllable by the governing body of the development team.

There actually is some demand for third party markets for steam items, at least the ones that actually have any kind of value. It’s true that most people deal on the steam marketplace, it’s rather convenient for that, and theoretically CPG could come up with something similar. But they still run the risk of not being able to run their marketplace efficiently enough since it’s impossible to eliminate third party transactions. And, as I said, the net benefits are very questionable, especially as you leave theory and look at what doing this would actually mean for CPG in practice.

Perhaps something similar could be made, like a 3rd currency (lets call it Shards) which you couldn’t use yourself but would be able to invested into cards your friends put on wishlist.

It could work sort of like this; people chose 1 card to work towards to, that card costs different ammount depending on the rarity and set it came from (Shim’zar cards cost more) and that card appears somewhere next to their name in friends list, along with progress bar that you could see. You could give your Shards to your friends to fill the bar, once the bar fills they would gain that card and they would be put on a few days cooldown from gaining any more Shards. Shards could be earned as Gauntlet rewards, Passing into new division, 7+ winstreak in ranked, end of season reward, Fixed reward in loot crates and fixed rewards for real cash purchases or simply after a fixed number of won games or quests compleated.

Once a card gets crafted each player which helped craft it would recieve a small reward depending on their input of Shards. For instance if a Shim’zar legendary costed 30 Shards to make and your Shards are earned at the rate of 1, you could recieve 5 gold or spirit for each Shard contributed to someone elses card. The numbers are from the top of my head and just for reference and could be tweaked so they don’t drastically hurt the economy while highlighting community efforts.

Trading should never happen. People suggesting trading are only thinking about themselves and their own convenience. Trading would be DISASTROUS for the overall health of the game. Real money purchases would decrease by a catastrophic amount and it would, gradually, lead to the game not making enough money to maintain itself. Trading would quite literally be the end of the game.

Also since I haven’t seen it mentioned yet:

Veterans would benefit a lot more from trading than new players.

The more cards you have the higher the chance will be to get a card that you already have.
Therefor playing twice as long will not give you twice that many usable cards.

With trading it would be the other way round. Long time players will have a lot more extras, the market will be controlled by them. New players might find more common cards, but all the rare stuff will be really expensive since people with large collections can easily afford to pay more.

trade model is very bad IMHO. I played games with this mechanics and it was very difficult to find cards i needed.

Trading normal cards? Probably not. There would probably need some adjustment to the current craft/disenchant system, which seems pretty optimized.

HOWEVER it would be neat if there there was a new type of card, like the Seven Sisters, that encourages player trading. Maybe something like: Give everyone 18 copies of a single card, the other cards can only be gotten through trading.

Completely setting aside any arguments that have to do with real world monetary value.

As Disenchanting exists in the game, you are creating a secondary spirit economy. Cards no longer are simply worth their spirit when disenchanted, but rather now have economic bartering value based on necessity. Pulling a card like arclyte would be easy to trade spares for extra cards you would craft from it on top of just the 350 you’d spend, and in attempts to maximize value, bad cards would stick close to their DE value. In doing this, you’ve created more implicit value for hoarders, but now also generate more disparity for those people who pull that third rook that they know is only worth the dust its printed as and they may as well dust it to get other stuff.

The only real hope would be giving more value to those extras and normally unwanted cards, but that’s not really something that has real expectations.

If I wanted them to implement any changes to the system, it would either be increased value on DEing cards you already past the third copy (x1.5-2 of its current value, does not increase pass its crafting cost during the extra spirit value period for changed cards), or a change to card pulls that gives a chance to reroll a card you already have 3x of when pulled.

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