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  • 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
    Rome wasn't built in a day but a gladiator knows how to woo a crowd. Come join us over on AU Survival where Gladiators will battle to be named Champion.   How to play: Every Gladiator will start off behind a gate with just the basics to defend themselves in what will be a close combat fight till death. Once the gates open Gladiators will enter the arena and will need to conquer their opponents to be name champion. There will be multiple rounds depending on number of Gladiators sacr
    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
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