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To keep trade prices up

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Deathbyjaw

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Post Mon Jun 28, 2010 9:28 am

Re: To keep trade prices up

Yeah like I think this a really good game and I think this suggestion would help I mean I ain't too huge a player and I just hunted and got 5k in gold at .02 prices I can buy 250,000 crop tht s lot of crop to support a large army bigger then what I have for a day that is enough to support 10k in crop cunsumption army and tht army would get more on hunts so the system now helps big players more then npc selling would or could
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Kevstev

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Joined: Wed May 19, 2010 5:17 pm

Post Mon Jun 28, 2010 1:15 pm

Re: To keep trade prices up

There are several ways to keep resource prices high:
Make troops consume other resources/hour or maybe even battle.
Haypi could reduce the number of oasis and/or their levels to make resources harder to get.
Make gold easier to get- selling resources is the fastest and most consistent way to make money.

Having an NPC price for resources only sets a floor, and in my opinion makes the game a lot less interesting. The NPC price should be in the 2-3 cent range, in my opinion.
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COWBOYDUKE

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Post Mon Jun 28, 2010 5:06 pm

Re: To keep trade prices up

appologizing in advance for the long winded post.

I agree with setting an NPC price for resources and giving people the option to earn money that way instead of trying to sell resources in a market that wont sell.

I've posted stone in the market for the lowest rate in the market at 0.01 cause that is were it is at. And three days later, the same stone is there in the market. Nothing is really moving cause many of the players it seems, are producing what they need already, and in many cases, are overproducing.

Another option that would help give value to resources again would be to allow players to buy coins using the excessive resources they have. Heck, if i can use a coin to buy 20K in a resource, wouldn't it make sence to allow that transaction in reverse??

Obvously that would need to be balenced. Ways to balence that could be to limit how many coins you can purchace each day, lets say like 5 for a day.
And to also help balence it, charge a large amount of resources to earn that coin, like 250K of any one resource. Using both these restrictions would help prevent people from buying willy nilly, but would also allow more people to get in on getting coins, especially for those who dont have the high fortune or troops for finding on hunts or getting as daily gifts.

With that system in place, example, i would go into the market and buy large amounts of resources myself just to buy a couple coins each day. It would put money into peoples pockets cause people would buy resources to make enough resources to buy coins, it would bring up the market cause their would be a new damand on resources, and it would allow people, who under normal circumstances couldn't get coins, to have a new avanue to buy coins.

Obvousely, this might not sound like a perfect system, all systems have flaws, but there are options, and with enough thought about the variables and testing the system and seeing what adjustmants are needed to make it work, a solution can be found.
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Meany80

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Joined: Sun Jun 27, 2010 8:34 am

Post Thu Jul 01, 2010 2:37 am

Re: To keep trade prices up

Hi,

Here is another possible solution to the prices issue. The main problem is everybody is the SAME, everybody has the same goldmine, same lumber mill, same iron mine, same cropland producing the same stuff every second. Hence, in this scenario, it created an infinte amount of resources daily. Its like a perfect world. Needless to say, the market place will crash eventually, jus a matter of time. From what i read in the forum, server 1 to 5 shld have already crashed and server 7 which i am at now is on the way. Played only 1 week, and prices drop 50%. However, my resource is piling up and unable to sell at all for decent profit.

To solve this issue, the moderater shld consider introducing the concept of classes. Different class will vary the different resource output. Hence, for example, i choose to be peaceful explorer, i will have normal resource factory with strong defence. if i am attacker, i will have faster speed yet have poor resource output, meaning attackers will have to buy more in market.

In a nutshell, explorer will have +10% resource output and +20 defence, and attacker would have -20% resource output, +10% crop consumption, +5% attack. Just an example. Hopefully you guys are lookin at where i am going.

In short, EVERYBODY should not be the same. To have realistic gameplay, we need to induce uncertainty,inequality and unfairness into the game.

Sorry for the long post. =)
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Reckoning

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Post Thu Jul 01, 2010 6:14 am

Re: To keep trade prices up

Kevstev wrote:There are several ways to keep resource prices high:
Make troops consume other resources/hour or maybe even battle.


The purpose of crops is for crop consumption. This is why crops are the cheapest on Market on most servers. Players with smaller size armies will produce massive amounts of excess. Adding over resource consumption would increase their prices but not by much.

Anyway, I think that's a good idea Cowboy however only the top players who already have lots of coins to get to the top will be able to get that many res' easily and with the price if treasures really impacting on lower levels it would force them to use coins to save for treasures even if they got coins by this method rather than saving cash.
The Day of Reckoning is Here
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COWBOYDUKE

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Post Fri Jul 02, 2010 5:05 pm

Re: To keep trade prices up

One, that is one sweet looking sig Reckoning.

The main stem of the problem is that in general, all the high level player are over producing in resources. It is very true that we have an infinante supply of resources that are being flooded into the system. Sales on server one on stone as an example have come to a halt pretty much. i've posted stone at 0.01 at any amount from like $50 and up, and it still don't sell until maybe days later, and by then, i have tons more that i still cant move.

The main point is this. We need an outlet of some sort to help spend the resources on, wether it be trading it in for an NPC price, for coins or for something. if it were for coins, have it be expensive to force the use of a lot resources to get them, because they are such a desired commodety and cause they can have an impact on gameplay.

As far as the coins go, basicly, those players who spent the time (and/or money) to get to the top, yes would have the advantage in that sence or always getting the coins. most lower level players, who cant produce or make enough to ever do the resource for coin exchange, really dont need to worry about getting the coins at the point of where they are in the game anyways. by the time they reach that point as being a high level player, they will be over producing on resources themselves, and will have their mines at lvl 15, and be looking for those coins to expand.

Also, while watching in pvp, when people had the coins to spend, it drove the prices down on certain treasures also. so, theroetically, same could apply on the main servers too, possably making certain treasures more affordable for lower players if they chose to buy vs finding on a lucky hunt.
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Deathbyjaw

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Post Sun Jul 04, 2010 5:28 am

Re: To keep trade prices up

I like all the ideas but yeah I think everyone agrees something must be done.... If could buy coins would have to make it so tht buying coins with resources and using coins to get treasure was close to equal as selling resources to get money ti buy treasure in game. Make sense? Another idea is to have sub cities capacity for producing resoucres was less then main ... Of after u get to certain level have a tax of resources every week.... Or have a penalty tht if u use bad language in chat ur warehouses emptied in all cities excluding crop ..... Have every sub city cost increasingly more to build... Have an automatic like tax u got to pay to be in an alliance like a % of ur resource production idk..... Or even just have moderators tht can buy resources or treasures from market tht don't play just have tons of money and buy stuff...... Have a thing where u can buy like temporary skill increases tht last 12 hours or something so like better fortune or just whatever and instead of paying for some stufff with money or coins have it cost like 10% of resource production for so long of stone iron wood..... Or cost to level up each level tons of stuff tht could happen but something needs to happen this us rediculous
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Andorra

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Post Mon Jul 05, 2010 8:11 pm

Re: To keep trade prices up

I disagree. I want to get more for my things too, but I think you should let the market control the price. I've sold iron for as high as .30 and as low as .08. It's all about supply and demand.
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Caladan

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Post Mon Jul 05, 2010 9:33 pm

Re: To keep trade prices up

The point is, Andorra, that after a server is a few months old people are high enough lvl that they are maxed out on building upgrades and have as many troops as there crop production can handle. All the thousands and thousands of wood, stone, and iron they are still producing just gets dumped on the market. Thus supply will always be higher than demand in older servers. The possible exception is with crop prices. They have started to go up on server2.

Not necessarily arguing one way or the other, just stating what inevitably happens with the system as it is.
Beware the Artesians!!
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