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GM Luna View Drop Down
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Direct Link To This Post Topic: From the Dev Blog: Trade v2
    Posted: 23 Jul 2012 at 15:03
The latest post on our developer blog takes a look at advanced trade (trade v2) in Illyriad. This is the means you'll use to trade crafting components as well as crafted weapons and armor in game. 

More info and a description of how the system may be used can be found in the post at our blog:



Standard disclaimer: (You know the drill by now) we don't have additional details to share yet and no official release date for the system. 

Enjoy!

Luna
GM Luna | Illyriad Community Manager | community@illyriad.co.uk

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Direct Link To This Post Posted: 23 Jul 2012 at 15:07
Wonderful information and love the part about the "North" :D
Make it your ambition to lead a quiet life, to mind your own business and to work with your hands, so that your daily life may win the respect of outsiders and so you will not be dependent on anybody.
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Direct Link To This Post Posted: 23 Jul 2012 at 15:10
thank you from the bottom of me heart. 
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Direct Link To This Post Posted: 23 Jul 2012 at 15:38
Taking a more definite shape....  now the implementation :)
I'm pretty Harmless, really :)
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Direct Link To This Post Posted: 23 Jul 2012 at 15:40
Originally posted by GM Luna GM Luna wrote:

Standard disclaimer: (You know the drill by now) we don't have additional details to share yet and no official release date for the system. 
Okay, no official date; and in spring SC already said this year in one of the interviews published on the official pages.  

How about an unofficial summer -autumn - winter best guess?  Those new trade researches taking 10, 12, or 15 days require some serious preparations... Tongue
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Direct Link To This Post Posted: 23 Jul 2012 at 16:06
Very interesting post! Looks like we have some difficult choices ahead of us!

Summary of what I got out of the post: 

* 1 Building required to harvest each type of resource
* 1 Building required to craft each type of gear
* 1 Building required to trade each type of gear
* Harvesting and Trade buildings create harvesting and trade units, additional buildings can create additional units, increasing production and trading. 
* Either new, or existing magic will require harvested gems to cast
* Players can only post harvested resources or gear in Faction hub markets for resale. 

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Direct Link To This Post Posted: 23 Jul 2012 at 16:20
Geofrey if it is to work like that the team work within alliance will be important since no single players could cover every aspect, so groupes of players would have diferent roles.
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Direct Link To This Post Posted: 23 Jul 2012 at 16:34
Originally posted by Sloter Sloter wrote:

Geofrey if it is to work like that the team work within alliance will be important since no single players could cover every aspect, so groupes of players would have diferent roles.

Absolutly. But now the problem is, if all of your alliance towns are centered in 1 central location, there are only so many resources that will spawn there. 

So far the general alliance behavior has been central regional hubs. But now I think there will be a good case for very diverse locations. Something like the Dwarven Druids have will allow them to harvest all sorts of resources. 

But we don't know how the faction hub trading will work. It could be that in the case of the Dwarven Druids they can harvest all sorts of things but can only trade with a few faction hubs. 



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Direct Link To This Post Posted: 23 Jul 2012 at 18:26
Originally posted by geofrey geofrey wrote:


Originally posted by Sloter Sloter wrote:

Geofrey if it is to work like that the team work within alliance will be important since no single players could cover every aspect, so groupes of players would have diferent roles.



Absolutly. But now the problem is, if all of your alliance towns are centered in 1 central location, there are only so many resources that will spawn there. 

So far the general alliance behavior has been central regional hubs. But now I think there will be a good case for very diverse locations. Something like the Dwarven Druids have will allow them to harvest all sorts of resources. 

But we don't know how the faction hub trading will work. It could be that in the case of the Dwarven Druids they can harvest all sorts of things but can only trade with a few faction hubs. 




gives Hub alliance a better chance at monopolizing a resource, they may not have a good variety but they can have their own items to trade or keep the world from obtaining.

Also will the trade scores be reset after tv2
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Direct Link To This Post Posted: 23 Jul 2012 at 19:13
Originally posted by Torn Sky Torn Sky wrote:

Originally posted by geofrey geofrey wrote:


Originally posted by Sloter Sloter wrote:

Geofrey if it is to work like that the team work within alliance will be important since no single players could cover every aspect, so groupes of players would have diferent roles.



Absolutly. But now the problem is, if all of your alliance towns are centered in 1 central location, there are only so many resources that will spawn there. 

So far the general alliance behavior has been central regional hubs. But now I think there will be a good case for very diverse locations. Something like the Dwarven Druids have will allow them to harvest all sorts of resources. 


gives Hub alliance a better chance at monopolizing a resource, they may not have a good variety but they can have their own items to trade or keep the world from obtaining.


I fear the monopolization of resources is inevitable. I predict we will see sov. claims on permanent resources on the map, and troops being sent with harvesters to ensure any non-NAP'ed forces get destroyed if they try to steal an alliances regional resource. 

Begun the Land Wars have. 

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