There are many good reasons to trade with other players rather than NPCs. From a game mechanics perspective these include:
The shop has only a very limited and very basic selection of items on sale. Players buy and sell nearly anything.
Shop prices are fixed. But the player marketplace is determined according to demand; whether you're the trader or customer, you often get a better deal.
Items sold to the shop are removed from play. Items sold to other players remain in circulation. This benefits the community as a whole.
Keep an eye on the shoutbox. Players will often announce that they are buying or selling items by public announcement. Some people prefer to subsequently conduct business privately and some through public auction.
Whichever preference is specified you should respond accordingly. It is widely accepted that the default is public auction.
Following negotiations over price you must obviously physically exchange cash for item. This is a perennially controversial issue. Currently the only way to exchange money for goods is for either party to drop the one and get the other.
As in the real world, there is dishonesty in Daimonin and a player-player transaction may go awry in many ways: for example, the trader may grab the money and run, the customer may grab the item and run, or a third party may take the opportunity to grab anything and run.
Suffice to say there are several ways to improve the chances that everyone goes home happy from a player-player transaction.
These are discovered by examining the item.
A level 6 player who buys an item only useable after level 36 will not be a happy customer.
If your customer has just been called a thief you might think twice before dealing with her or him.
Trader and customer should agree a point of sale privately.
A common place to trade is on the site of the future tavern in Stoneglow, next to the bank, because it is safe from mobs, convenient, and accessible.
Traders know this, customers know this, thieves know this.
Do your transactions somewhere where there is no-one around, possibly in the wilderness or in a quiet dungeon.
This document was automatically generated from DaiML source
Last modified: 2006-05-23T07:54:56.067+01:00