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surferdude View Drop Down
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Direct Link To This Post Posted: 16 Aug 2012 at 15:39
Originally posted by JimJams JimJams wrote:

I see many players saying grapes are easy to get, at hand, and abundant.

Is it just a sign on how badly the grapes are distributed over the map ?

I have still to find one in east tallimar...
Isn't East Tallimar jungle? Was that a big wine region in medieval times?
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Direct Link To This Post Posted: 17 Aug 2012 at 00:11
Originally posted by surferdude surferdude wrote:

Originally posted by JimJams JimJams wrote:

I see many players saying grapes are easy to get, at hand, and abundant.

Is it just a sign on how badly the grapes are distributed over the map ?

I have still to find one in east tallimar...
Isn't East Tallimar jungle? Was that a big wine region in medieval times?

I just don't care about those "role playing" things, people only call for it when fitting their opinion. There isn't a bit of reality in this (and others) game, so don't bother with it please.

Grapes are not like all the others rare gathering items. I don't care if I have to trade to get Icehearts.
Grapes are the base to be able to trade effectively, to use a basic functionality of the game.

But, it's fine, let wait a few months to see some markets life...
One is already gone.
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Direct Link To This Post Posted: 17 Aug 2012 at 03:17
the major issue here, imo, is that you can only have one trader per account, not per city... Imo,  that couldn't have been by design...

If the design was to have lots of people trading all over Elgea, a la other games who have great trading engines, like, Eve Online, then that needs to be relaxed.

When you put such barriers to trade up, especially when you fragment it up into dozens of regional markets, you are going to get crickets in most all markets, general dissatisfaction with the mechanism, and lack of interest in trade-based potential Illy players.

This is even more true when you require two building slots to even have a trader in a hub.Imo, trade works well when most people can participate in buying and selling, and as an Eve player, where anyone can roll into any starbase and sell anything, I firmly believe that. The requirement to have two buildings dedicated in your city to do buying and selling is, quite frankly going to massively reduce the number of people participating in hubs. Which reduces their interest to traders. Which makes the whole thing less fun for people who enjoy trading...

I persist in thinking that the Game Designers must have wanted  the first trader for each city, not each account to not require a barrel of wine... That is the only possible scenario that makes sense.

Kumo
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Direct Link To This Post Posted: 17 Aug 2012 at 08:01
Just to make things more clear, one of those buildings has an HIGH wood (and medium stone) upkeep, and cannot fit in any already optimized elvish bow city without renounce to a valuable part of your armies.

In jungle it is even harder. To fit one I have to work on a cavalry city, demolish one military building and I will lose 20% of my military strength in that city.

+ anti jungle elf gear
+ no grapes in tallimar jungle
+ anti elf trade building (even worst if jungle)

I feel the love ;-)
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Direct Link To This Post Posted: 17 Aug 2012 at 08:41
Originally posted by JimJams JimJams wrote:

...
+ anti jungle elf gear
...
I know, right? Elves in the jungle got shafted. Too bad 7 of my 8 towns are in Larn...even the plains are Jungle in Larn..
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Direct Link To This Post Posted: 17 Aug 2012 at 09:53
lol, JimJams i would take a look at your city, there are usely alot of buildings that you dont need.

Tanner, Saddle Makers, Tavern and some of the weapon or armor makers depending on what troops you make and maybe even the brewery depending on your other towns and needed supply, i only know that i like to keep my brewery since i need a lot for my kobolds.

Soo many slots open if you want them..

Also, just throw money at it and you will have all the wine you need.
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Direct Link To This Post Posted: 17 Aug 2012 at 12:46
use the babysit function and share the free traders, that way you can have accounts that specialize  for trading functions, the account holder can move sitters in out and as needed, if u consider this method you can try many different strategies for hub trading, for instance fraction standings effect can be greatly reduced.....please share your ideas on how the function can make hub trading easier....grapes shouldnt be much of a factor if this strategy is used
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Direct Link To This Post Posted: 17 Aug 2012 at 14:38
Mostly agree with Kumo's post. The addition of the new trade mostly just shot trade itself in the foot.

- Didn't get more vans so still have to deal with the 210k limit which is a pain when moving things between towns or trying to supplies allies with goods...

- Added a tax which cuts into profit margin which makes it harder to trade strictly for profit..

- Made it very difficult to get traders and they are costly. As Kumo stated any new comer will have trouble entering the market which is where I made most of my initial cash and on top of trying to get into the market at high prices they also have to pay a high tax on top of it...

- Also as mentioned a structure that is critically needed has a consumption on it... Annoyed me to no end that something as crucial as basic trading had a consumption cost now... I can see perhaps a building that actually improves something like vans but this just allows you to do basic trading from a hub.... Id rather just remove its current job that limits order numbers and have it add vans instead.

I do not see how the intention was to improve trade... I think instead everything points to pretty much harming it. One of the few benefits that was gained is the storage you can use in the hub which makes it slightly easier to trade basic resources but even so they still run a cap of 210k but at least doesn't tie you up quite as much.
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Direct Link To This Post Posted: 18 Aug 2012 at 02:25
Originally posted by hellion19 hellion19 wrote:

- Didn't get more vans so still have to deal with the 210k limit which is a pain when moving things between towns or trying to supplies allies with goods...
If you have a single trader in a hub you can send all your vans from all your cities to it with just the "Faction Markets" research then ship goods to one of your towns using all of your vans (in 70 van lots). So if you had 9 cities you can move things in a volume of 9x70 or a baggage train of 630 vans for 1.89M goods a go - that seems like a higher limit.
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Direct Link To This Post Posted: 18 Aug 2012 at 08:00
Originally posted by surferdude surferdude wrote:

Originally posted by hellion19 hellion19 wrote:

- Didn't get more vans so still have to deal with the 210k limit which is a pain when moving things between towns or trying to supplies allies with goods...
If you have a single trader in a hub you can send all your vans from all your cities to it with just the "Faction Markets" research then ship goods to one of your towns using all of your vans (in 70 van lots). So if you had 9 cities you can move things in a volume of 9x70 or a baggage train of 630 vans for 1.89M goods a go - that seems like a higher limit.


So the idea is to send all of my stuff to a hub which is a little bit of a travel away... (few hrs) just to get all the vans together to send it back (few more hrs) to get the same amount of tossing it between cities as I do currently?

Surely the goal of the hubs were to make things a tad more efficient but I don't really think that is my definition of efficient. Plus in addition to that sending all my vans over there also makes any quick trades between towns not able to happen either... Unless your like JJ and have a city right next to a hub I imagine using my vans in that way does more harm than good overall.
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