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Topic Closed11AUG12 - MAJOR RELEASE (Trade)

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Rill View Drop Down
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Direct Link To This Post Posted: 11 Aug 2012 at 22:44
Originally posted by Quackers Quackers wrote:

Originally posted by Rill Rill wrote:

I fail to see where imposing a penalty for changing the price of an item makes it MORE likely that people will change the price of an item.  That is completely illogical.


Does not always have to be logical Rill. Price war is fun and manipulating the market is even better. If people can make more of a profit they will do it. If they just want fast cash then they will undercut people. All depends on what the person wants.

Your comment about price wars has nothing to do with my comment about penalties for changing sales prices.  If having price wars is "fun", then imposing a penalty for something that would be done in a price war is not going to increase or decrease that fun, except insofar as it might discourage people from changing prices and thus discourage people from engaging in price wars.

All I am saying is that imposing a penalty for changing prices makes it less, not more, likely that people will actually change prices.  This does not seem to be a complicated or difficult concept.
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Direct Link To This Post Posted: 11 Aug 2012 at 22:46
Originally posted by Rill Rill wrote:

Originally posted by Quackers Quackers wrote:

Originally posted by Rill Rill wrote:

I fail to see where imposing a penalty for changing the price of an item makes it MORE likely that people will change the price of an item.  That is completely illogical.


Does not always have to be logical Rill. Price war is fun and manipulating the market is even better. If people can make more of a profit they will do it. If they just want fast cash then they will undercut people. All depends on what the person wants.

Your comment about price wars has nothing to do with my comment about penalties for changing sales prices.  If having price wars is "fun", then imposing a penalty for something that would be done in a price war is not going to increase or decrease that fun, except insofar as it might discourage people from changing prices and thus discourage people from engaging in price wars.

All I am saying is that imposing a penalty for changing prices makes it less, not more, likely that people will actually change prices.  This does not seem to be a complicated or difficult concept.

sleep on it

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Rill View Drop Down
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Direct Link To This Post Posted: 11 Aug 2012 at 22:47
To clarify, I think when there is a penalty for doing something, people tend to do it less than they would otherwise, assuming all other conditions were equal.  People will still do some of it (if there are sufficient incentives that outweigh the penalties), but in no way does imposing a penalty actually encourage a particular action.

penalty:  "A disadvantage or unpleasant experience suffered as the result of an action or circumstance"
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Direct Link To This Post Posted: 12 Aug 2012 at 00:43
When I look at clay, buy some clay, and then looking again at clay click "place buy order" the default wood makes no sense, it should be clay.
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Direct Link To This Post Posted: 12 Aug 2012 at 01:52
Originally posted by geofrey geofrey wrote:

The reason this is a problem, is because when players have 5,000,000,000 gold, they don't care about throwing around a few 100,000,000 to purchase some grapes (or any other resource). 

That would only be true if inflation weren't a factor. If everyone is running around with 5B gold, then grapes aren't going to be selling for 1,000 each, they're going to be selling for 5,000 or 10,000 each. Reducing the amount of gold in the market means players likely going to sell things for cheaper. Removing gold from the game just changes the number, it doesn't change the mechanic. 
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Direct Link To This Post Posted: 12 Aug 2012 at 02:18
there is no game mechanic rationale for charging tax on items not sold that i can think of, Rill.  refunding the tax seems like a program feature that is simply missing.
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Direct Link To This Post Posted: 12 Aug 2012 at 03:50
Originally posted by Bonaparta Bonaparta wrote:

I like the update.



P.S.
Distance sort does not work properly. It is alphabetical sort and distances like 1012 came before distances like 43...

In addition to the issue above, any sort you do in the market screen resets itself after each trade. Is it possible for the market to remember the sort last applied and automatically apply in the future (like the window positioning in the new UI)?

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Direct Link To This Post Posted: 12 Aug 2012 at 03:50
Originally posted by Brids17 Brids17 wrote:

 If everyone is running around with 5B gold, then grapes aren't going to be selling for 1,000 each, they're going to be selling for 5,000 or 10,000 each. 
I swear that I have no 1B, no 100M, and no Censored, and gladly accept your sell offer of 1000 grapes for 1M.  Where should I send my van to?
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Direct Link To This Post Posted: 12 Aug 2012 at 05:10
If my alliance trades with factions that my neighboring faction appears to hate, will the neighboring faction dislike me more?
...and miles to go before I sleep.
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Direct Link To This Post Posted: 12 Aug 2012 at 05:53
Originally posted by Bonaparta Bonaparta wrote:

P.S.
Distance sort does not work properly. It is alphabetical sort and distances like 1012 came before distances like 43...
Numeric sorts are fixed. Default sort for Sell is lowest price per item first, default for by is highest price first.
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