I can understand this perspective, and I do see your point, however: when it comes to me looking to craft items for someone, give freebies to a newbie, or just trade more than 12 items the 5-minute cooldown is an active deterrent to /trade. Sidepoint: if /trade is advertised as a part of the rich economy when looking at the server connect screen, but then adding a cooldown to discourage use, is that not at least slightly counter-intuitive..?
I think shops are great for when players are offl
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I don't know about abuse issues on trade, but having players going around the map, use player shops and create a player-run economy is a positive thing. If players can just sit in their base and spam /trade (with no limits on using the command) I think it ruins a big part of the social gathering on PvE servers and makes the shops that players build all but irrelevant, pretty quickly into a wipe.
Trade has been borked for a bit -- and because the trade fails, people go to player shops
While I am certain there are reasons for adding this cooldown, I am unsure what they could be and have been frustrated ever since this was added.
It was mentioned in discord that trade was being abused, though abuse is using a mechanic in an unintended way that is giving others an unfair advantage. An example of this is players using helis to get onto dome: it is not intended, and not everyone can utilize the heli in the same way, providing some players with an unfair advantage. Trade, as f