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A detailed response to Dan's post: How can IS implement trading in FEH?

[WARNING: Very long post]

So, after reading through Dan's post of whether or not IS could implement a trading system into the game I gave my thoughts on the matter. However, I began seriously thinking of some stipulations that IS could put in place to discourage abuse of such a system. Some of these I felt were obvious, some were revised from what I had posted on that question's page, and the others are based on the comments made by ArgentSable and DriftingInRhythm. I will list the requirements in a numbered list, followed by my reasoning as to why each requirement is necessary in separate paragraphs below the list.

(1) Maximum of one trade per week.
(2) You can only trade with one particular person once per month.
(3) You can only receive a particular unit once per month through trading.
(4) A new, non-purchasable currency must be introduced for trade, which can only be earned through difficult in-game challenges (such as Squad Assault, GHB Elite quests, etc.).
(5) Both accounts in the trading session must be at least one month old.
(6) A total playtime of 4 hours (per week) is required on both accounts before conducting the trade.
(7) For a unit to be eligible for trading, it cannot have any inherited skills and/or merges.
(8) Traded units must be of the same rarity.
(9) No limited units (from Tempest Trails and GHB) are allowed for trade.

These stipulations are designed to prevent people from creating unlimited, new accounts to transfer bad units over for good units, while simultaneously preventing veterans from boosting a new account (or their own account), without heavily limiting the amount of trades a person can do. One trade per week I feel is generous without being too limiting (as a trade per day is just too crazy), but I'd imagine that a limiting resource would even prevent many from trading once per week anyway.

In particular, conditions (2), (3), (5) and (6) are there to prevent making a permanent, throw-away second (or third, or fourth, etc.) account to boost the primary account. Basically, the restriction is there to (hopefully) make it more trouble than it is worth to trade for the people with multiple FEH accounts. The one character per month makes it so that all merge projects would take at least 10 months to complete via trading only while not totally screwing them over if they get super unlucky, which I feel encourages players to continue rolling on banners to speed up the process. Most people can achieve the 4-hour requirement just by playing normally; 35 minutes a day means that you can fulfill the requirement in 7 days, which is not unreasonable (such as commute time to school, free time during work, etc). But for the people with multiple accounts, that's an extra 4-12 hours, which (while admittedly not much) at least puts more restriction for those players--again, making it more trouble than it's worth.

Conditions (7) and (8) are there to prevent people from abusing the feature to send premium fodder or highly merged units to other accounts. (For example, giving your 3-Star Marth Even Spd Wave on one account, then trading him to another account that doesn't want to give up any 5-Star units.)

[Condition (9) is mainly here to preserve the rarity of limited units, as IS doesn't like to give them out very often, and I don't think that they would be willing to allow anyone to +10 them just by trading. :/ ]

Of course, I'm pretty sure that I am still missing a bunch of possible exploits, but I just wanted to write down something to articulate my thoughts and encourage discussion (if anyone is actually willing to read through all of this, lol). I really would like trading to be implemented into the game in some capacity; perhaps a post like Dan's or mine would allow people to come up with some solutions to these problems without being too over-restrictive, and encourage them to send a feedback to Nintendo about the feature with some of the restrictions that we though of. At its very core, the trading system should be a way for one to obtain his or her most favorite units in the game without discouraging them from spending on new banners.

Who knows? If we bug them enough, we might just be able to trade units one day!

As a side note, ArgentSable also brings up the idea of a unit shop in Dan's post, which I really like and can be implemented instead of the trading feature, or in conjunction to it.

Asked by Master NaCl6 months 1 week ago
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Answers

A couple of notes, first and foremost, one trade per rarity per week per unit (ie, no trading a 3, 4, 5 star marth, but a 3 star shanna, 4 star marth, and a grima)
Another 1, all units that are traded are treated like a newly summoned unit (so units that have mad skill inheritance can still be traded) and SP will be reset
Hero merit from a traded unit gets cut in half, hero merit grinding is a big thing now, so HM grinding with new units they don't have can be traded for, but this discourages people from trading seasonal units to grind HM
Make the currency a daily get instead of an hour requirement, I have no idea how much time I spend on heroes a day, but I'd love to be able to trade my girlfriend units she finds cute like tailtiu but I know she doesn't play 4 hours a week, so maybe have a daily quest that gives it? (So shards,feathers, crest/ orb, and then new currency?)
Everything else SHOULD be balanced as to benefit old players looking for elusive fodder, and new players looking for better IVs or favorite units to build a team, and look down on people abusing the system
Just my thoughts though, feel free to comment and disagree or modify it

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1. The first note does feel a bit restrictive because I already included that you could only trade with the same account once per month. I think that if you happen to have a bunch of Marth and a bunch of friends that want Marth, then it should be okay for you to trade Marth each time, as long as they aren't receiving more that one copy of him per month. However, I do think that what you say does have some merit as it prevents you from just trading away the same unit over and over again.

2. I like the idea of resetting traded units. It is honestly a better idea than requiring a vanilla copy, as I have suggested. The only thing is that HM is dependent on the account rather than the unit; if the person doesn't have the unit, then HM will start off at 0, and if the person already maxed out the unit, then all traded units would have 5000.

3. Currency should be rather difficult to get as to prevent abuse by older players and boosting new players; so, if it is given out, the amount would need to be limited accordingly. Though, perhaps the time requirement isn't as great as I though. Maybe an increased currency cost for trading, but no time requirement would be better?

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1) thats more in place so people who are doing merge projects arent restricted to receiving to having a +1 per week and no fodder, but keep the trading system balanced. You could receive a shanna, an ares, and a fjorm for fodder, but if you did unbound units, you could get 3 tikis
2) Basically until you recieve the unit from the summoning circle you get half the HM is what I feel would be balanced. They rerun the banners yearly and yada yada, so its not tooooooo out there to get it, and maybe a way of telling is that the unit wont be registered in your hero catalog? Incentivises(?) summoning yourself, but doesn't have a serious punishment?
3) I'm thinking if you complete the daily quest like 4 times thats enough for 1 trade, that way you can start to build up multiple and use them, but keep them rare, or maybe you could have like a "token" for each rarity of summon (regardless of amount of trades a week) so it'd be weekly quests that advance like the current arena ones do?

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Also, I kinda want to randomize who trades with who, just not sure how to balance it due to ivs and such (unless the re-rolled them like a fresh summon?) to further prevent bots as it were.
One solution is maybe using a GTS style trader from pokemon? Essentially a tradeboard and whoever gets it gets it?

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I love the random trade idea, but at the same time, we might just be getting the equivalent of Magikarp all of the time. (So, Raigh?) :P

A GTS-like system is something I think would be really neat. I could kinda see something like this happening.

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So like a request, payment system for those nonpokemon players,
One player would offer a 5 star marth looking for a 5 star Eldigan, and if anyone else wants that then the trade will happen

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Oh, I knew that.

I was just mainly poking fun at how a FEH "Wonder Trade" system would be everyone trading away Raigh and expecting Ike or someone rare to show up, only to be disappointed. :P

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Random trading could work, but I still think having the option to pick from a friend on your list is good too. I have two friends on mine in particular that would love a trading feature, including myself. Though, I also think they should again, implement a way to opt out for players that do not want to be bombarded with notifications of a new trade found, whether it's on a store front or from a player directly.

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Pokemon does something similar for actual trading, where a friend or random could request for a trade, but you are not inclined to accept. However, this does require that both players be on at the same time. So, in FEH, I'd imagine that one could opt out only if both players are on and trading at the same time.

For the GTS or "store-front" option, the player can directly request for a certain Pokemon but not IVs or abilities, but has no way to opt out (except by withdrawing the Pokemon) since he/she is putting for the entire world to see rather than just one person; that method is best suited for getting Pokemon you want for collection's sake rather than performance. I think that if FEH implemented something like the GTS, then players would realistically only use it to get units that they really like or really want rather than fish for IVs.

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1. So, I'm confused here. I think you are repeating what I suggested about only receiving the same unit once per month (meaning that you can't get 3-4 copies of Tiki per month), but I might just be completely misunderstanding what you said.

2. So, for example, instead of receiving 5 HM per map clear, you get 2.5 HM for the trade unit per clear? If so, that isn't a bad suggestion, but one could still max out HM (just in double the time). Maybe, IS could also cut the max amount by a percentage (so instead of 5000 HM max, it's only 3000 HM), or just disable it for that unit altogether until you actually pull the unit (if the person didn't already have it) to prevent feather abuse.

3. Does this mean that a player could save up/hoard trading currency? If so, I don't know how I'd feel about that.

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1)Yes, but on a weekly scale
2)Precisely, I was considering the effects of it not receiving HM at all and theyre not too bad, so maybe if they dont show up in catalog they dont get HM, if not I'm not sure how it'd be avoided
3)Yes, but only allowed 3 per week max, and only 1 is guaranteed with opportunities like as rewards from TT, quests, GC, GHBs etc
for example, you get X amount per day, and 1 trade costs 4X, so assuming you play 4 times a week you'll be able to trade at least once a week, but if you dont, or you miss a day or no wifi, you're not punished too terribly. This further limits the amount of trades + the amount of involvment to actually do it

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1. Oh, I see what you mean. I was confused until I re-read your previous comments more closely. >.<

For your proposed system, I think that it's fine, but I feel that three trades per week (even if they are at different rarities) is too much. The once per month I suggested is assuming the one (and only one) trade per week, and not one for each rarity.

3. I think your currency suggestion is pretty fair, and I quite like that.

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I would like to have a trading system too, really love your guys ideas, i have an idea that if we want to trade, we have to spend about 10 orbs along with the unit trade away, this would make sense cuz sometime i used about > 50 orbs for summon and got nothing but a barst... so 10 orbs for a wanted unit is not that bad huh?

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But then whales can significantly influence what gets traded to who, because you could "limitlessly" trade with only orbs (this is also expected to be a player to player trading system, not player to computer)

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The Orbs idea isn't bad, but it cannot be the only form of currency that is being used to trade. Otherwise, people who save orbs or whale who have the money to endlessly spend can abuse the system.

If anything, it could also be used in conjunction with the new currency as an additional cost.

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by Spursy 6 months 1 week ago

I don't mean to ruin the party, but you should consider how much work this is for IS. I mean, for them it means setting up a lot more observation tools even if it's not manual, and since FEH is still a pretty big mobile game (top 20 in grossing here in Japan) it'll be pretty hard to monitor the work for them at all.
Of course, I'll love to trade something for Myrrh or trade a Hardin for bold fighter, but it'll be a lot of work (and possibly less profit for IS). The thing for them to do is to not do anything at all.

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Well, I mainly wanted to write this post to try and brainstorm some ideas of how to get IS to implement the feature, maybe get some feedback from others on this site. Then, I'd include all of this in a written feedback that I would send to Nintendo, just so they would at least consider the idea.

I don't think it hurts to try!

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by melo 6 months 1 week ago

I think new units should also not be tradeable immediately. Give maybe 2-3 months before they are finally be unlocked to be traded.

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I'm not in agreement, especially for units with powercreep stats/skills. Maybe there can be a compromise that some become immediately tradeable while others will remain "premium" for a while.

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I'd actually remove the ninth part there. Thanks to the limited time of availability of a unit, those trades could barely be abused. And especially the TT units DEFINETELY need new ways to be optained. I'd say they should be seperated in the way that only limited units can be traded for limited units.

In return I'd simply add that both accounts must be online at the same time to trade. This way one needs multiple devices to trade with himself, it does not help against everyone, but most stray from it, as my experience in Pokémon Go tell.

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