Player Trading

Overview

Direct player-to-player exchange. No middleman, no fees. Trade anything for anything.


How It Works

Trade Flow

  1. Player A initiates trade with Player B
  2. Both players exchange items

What Can Be Traded

  • Any inventory items
  • Cigarettes
  • Favors (informal, tracked separately)
  • Information (verbal, trust-based)

Trade Reputation

Why It Matters

  • Visible to other players
  • Affects willingness to trade
  • Builds over time
  • Hard to rebuild if damaged

Reputation Factors

  • Completed trades
  • Canceled trades
  • Scam reports
  • Fair trade history

Reputation Effects

  • High rep = more trade opportunities
  • Low rep = players avoid you
  • Very low = blacklisted by community

Social Dynamics

Trust Building

  • Small trades first
  • Build relationship over time
  • Known traders get better deals
  • Reputation spreads through community

Scam Risk

  • System doesn’t enforce “fairness”
  • Players must judge deals themselves
  • Scammers get reputation hit
  • Community polices bad actors

Design Goals

For Economy

  • Creates organic price discovery
  • Enables arbitrage between sources
  • Supports specialization
  • Builds social connections

For Gameplay

  • Trading IS content
  • Creates natural interactions
  • Information has value

Connected To


Tags

systems economy trading social