§1.1 Fair Trading System Basic Analysis (1) The most basic purpose of the design of the design fair trading system: Promote the trading of players in the game in daily transactions, the transaction volume of normal (fair state) is far more than non-normal trading volume (Players are traded for deceptive purposes and fun). When the transaction is in a fair state, the desire to play the player will not fail due to the failure of the system, and the amount of trading will be in the maximum range. If the transaction is unfair, you can increase the fun of the transaction, or can be used as a play point, but it will contain normal transactions. So we want to use a fair trading system. (2) Trading method · The exchange between things, the exchange; · Qian, the exchange between money; it sounds weird, but the different races have different currencies in the mission. · The exchange between money and things; as long as there is no trading system that violates the willingness of the two sides, we can also call it a fair trading system, and unilaterally given items. (3) Factors affecting fair transactions · Due to the system's operational methods do not understand the unfair transaction; solution: Simplify the operation between the transactions, and try to do transaction in all companies in the company. · Since the other party suddenly replaces items during the transaction, there is no timely interrupting transaction; solution: If the other party is replaced, the system automatically interrupts the transaction. · Since the value does not understand the value of the item; Solution: The existence of full screen transaction channels makes other players to come into contact with some items in us. · Since multiple repetitive failed trading behavior, it is impatient and transaction; solution: The system is automatically given, if the transaction between the two people is interrupted 3 times, the system prompts the player to pay attention to the true item of the item Pseudo. · Due to some high-value items that cannot be completed at a time; Solution: If there is something to exist, such as point card, can be solved by a system fair method. · The transaction determined by the player's willingness is generally caused. Solution: This can only minimize unsafe factors in the construction system, and effectively supervise the plug-in. In summary, the system should pay attention to the production of system prompts while fair transactions, and pay attention to the hints and cannot destroy the overall feeling of the game. However, it should be noted that the occurrence of normal trading behavior in the game is much greater than the generation of abnormal transactions, including harassment between players, so you can't lose the continuity and ease of use of trading in order to try our best. This lost the basic purpose of the trading system. (4) The largest vulnerability of fair transactions is: Almost in all games, most of the BUG of replicate items is conducted by fair trading systems, and the methods of preventing them are: the server is going to have instant deposits when transaction is transaction. . (5) Evidence of fair transactions, in order to facilitate GM, it is necessary to generate log in the client during fair trade. Of course, the player's consumption tend to analyze the player. Of course, use LOG analysis is a bit, or directly DUMP corresponding data. §1.2 Adoption of interface design interface design: • The location of the transaction interface cannot be conflicted with the item interface; reasons: Money view, and players compare some of their own existing items. · The transaction interface is best not to conflict with the character attribute interface; reasons: Players need to refer to their properties in some transactions. · Chat message box: Cause: Players need to communicate with each other during trading. · System message prompt box Cause: The player is used for some system message tips when players in the transaction. · The interposition between the transaction interface and the item interface needs to meet the operation habits of most players (right-handed habits). · The trading interface should separate the location of both parties with a significant boundary line. Cause: Prevent players from confusing both parties or money. · The determination in the transaction is to distinguish between the bottom color of the interface itself, and there must be obvious distinction between each button.
· And need to consider the conversion relationship between the highest value items in the game and the general equivalent, and there is enough space based on this conversion transaction interface. · All spaces in the trading interface are displayed in one page, ie, do not use the item bar floppage function in the transaction interface. The above is not a fixed design, and the designer can request it according to the requirements of different games. §1.3 Interface Factors (1) General Requirements · Type Name: It is used to display the name of the other party and to avoid the problem of transaction object errors. Design points: This is different from other places. If the player has a space or other empty character, the system should automatically add some eye-catching special characters, and you can make a striking system prompt when needed. · Gold bars: used to display the amount of transactions in both parties. Design points: Shows the amount of the thousand points should be added if there is a need to display this amount after the amount is required. · Both parties: Items used to display both parties transactions. Design points: The number of item columns must be able to meet the minimum requirements of most or all transaction behaviors, that is, the transactions between valuables and general equivalents, try not to use flip function. But if the item column is in more than one page, it is very obvious that the effect of players flipping is very obvious, but also probably prompts the players currently turned to the number of pages. · Money confirmation button: used to confirm the amount. Design points: must be a particularly eye-catching to facilitate players to confirm their amount. · Transaction Confirmation Button: After confirming the trading items and money after the transaction, click the button to complete the transaction. Design points: Note Different tips when you click the button. Generally there are: 1, the other party has not completed the confirmation of their own items. 2, I don't confirm the amount of money. · Application Transaction Button: Used to apply for transactions to the other party, or agree to apply, and open the trading interface. Design points: Pay attention to the deformation of the mouse pointer after the application, and how to apply for a transaction system prompt. · Other trading projects: If it is a pet game, then the transaction interface should also add a column for trading pets. Design points: If it is the pet that can be changed, you must display its original name and you can view the properties of the pet. · Close button: Used to turn off the transaction interface, cancel the transaction. Design points: It is best not to be designed to click on the location, otherwise the player will make the closing interface · Item hover information. Details of items given. Design points: You can also use other ways to give it, but you have to unify with the overall game. (2) Other needs · Players' level: Remind players to pay attention to whether the trumpet is used; · Players' weight: one of the factors that players are restricted when trading; · Players' avatar: I need to highlight the community, also Avoid a certain extent avoiding the player's transaction object error; · Other properties of the player: the gender, occupation, ethnicity, etc. Do not use drag transaction items to enter the trading box, prevent it from throwing up, if you don't need to use it, you can solve the valuables prompt function. · Operation design requirements: Players can make trading with others in the game process or propose transaction requests, and the other party can get the request to be obvious and accurate transaction messages. • If the position of the two interfaces is far, it is necessary to consider the movement of the item in two interfaces to save time and effort, and this operation should be considered to conflict with the operation of the game itself and the item interface itself. · After the player determines the trading item, the item cannot be replaced. · Players reject other requests in the transaction to avoid continuity of trading. The pop-up news of the transaction also needs to take into account the continuity of the player game. That is to take into account the trading request of players malicious harassment, this impact in instant game is particularly large. Workaround: The method of popping up the box in the past uses a method of displaying a message to remind the player to click the prompt box instead of the direct pop-up interface requires a player to confirm.
§ 1.5 General Transaction Process 1. Players Click on the Transaction Request button, mouse pointer deformation, system prompt: Click on the other party to trade. 2. Players click on the other party, issue a transaction application, system prompt: The transaction application has been issued. 3. The other party accepts the transaction request. After clicking the prompt message, pop up the prompt box prompt: XXX request is trader with you. Click the prompt box to determine, agree to the request, both sides enter the transaction interface. Click the prompt box to cancel and reject the request. The request party gets the system prompt: the other party refuses to trading. 4. Enter the trading interface and open the item interface. Above or the screen is not a part of the other party, the bottom or the screen center is one side, click on items or drag items to the trading bar. Enter money in money input column. Money Click Money Determined button. Finally click to determine the button. Waiting for the other party. 5. If you do not click on money to determine and click on the transaction to determine, the system prompts or pops up the prompt: Please click on the money to determine the button 6. If you entered money is greater than existing money, the system prompts or pops up the prompt box. Tip: The money is less than 7. The other party conducts the fourth step correctly, click the OK button, the transaction is successful. 8. Click the cancel button in the transaction process. The transaction failed 9. Transaction success or failure shut down the transaction interface. 10. Drag of the item column and the trading bar during the transaction process is unilateral, that is, only from the item column to the transaction bar 11. Money can only be entered once during the transaction process. 12. For each item, the transaction interface is refreshed once, and the transaction is placed, and the image corresponding to this item is also displayed on the other party's trading interface. 13. After the money is determined, the trading interface is refreshed. 14. During the transaction process, one party moves or moves some scope, the transaction failed 15. When the side of the transaction interface conflicts, the transaction failed is the fair transaction of the general game. Setting processes, if there is a specific need, you can do certain changes on this basis. § 1.6 General button function l Determine the amount button: (But it is best to use the mouse click to click the input box, you will automatically pop up the input box, ask the player to automatically enter the number of money and click OK, so you can cancel the setting of the amount button) After entering money, you can click the money to determine the button so that the amount of input will be displayed on the other side, and the amount will not be changed to the input amount after entering the amount. If one party does not determine the amount or does not enter any amount, "the other party" on the other party will be displayed as 0. The determination button has three states: • When there is no input amount, the button is not operable. · After entering the amount, the button automatically turns into operation, use the eye-catching color to do this button to prompt the player. · After clicking the button, the effect is clicked. · Determine the transaction button: Click this button to discover the transaction to the other party. After the other party is pressed, the system prompts the transaction to success. When one party presses the determination button, then the other party will receive a system message: The other party agrees to trade, please make sure it is. · Help button: Click this button to pop up and transaction-related help topics. · Cancel button: After clicking this button, the transaction will be canceled, and the system prompts received by the cancel party are: You canceled the transaction. · The system prompts received by the other party are: the other party cancels the transaction. §1.7 Other settings • Item transaction instant items are on the transaction interface, in fact, the item is still on the player's own body. · The transaction interface of both parties exceeds a certain distance will be canceled. · If the other party is placed, the transaction is automatically canceled and prompted. · When the player dies, the system will make judgments. If the transaction is not successful, the transaction will be canceled first, then the transaction is also considered to be on the body. · If the player is closing the trading interface when the player is dragging the product. Then the item will be automatically returned to the item column. · If the props or pets can change the name, then the original name of this item is indicated by the eye in the transaction.