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Rill View Drop Down
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Direct Link To This Post Posted: 13 May 2012 at 04:11
Originally posted by Mr Damage Mr Damage wrote:

Maybe the market should get robbed by the factions every now and again, that'll make people think twice about using it as a vault.

Using the market as a vault is ineffective as protection against thieves, since items for sale on the market are still available to steal until a sell order is accepted.

Using the market as extra storage space for resources is possible, but since the maximum amount stored in this manner of all resources combined is 210k, compared to a maximum storage of 767,508 per resource in combined warehouse and storehouse, this has limited practical applications.
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Direct Link To This Post Posted: 13 May 2012 at 05:34
Originally posted by Promasean Promasean wrote:

setting a min max price would help stabilize the market 

Stabilizing the market is not directly the job of the game mechanics, it's a job for traders and trading alliances.  Somebody mentioned that their alliances use offers of 1 gold for lots of goods to indicate the need of a care package.  An enforced minimum would destroy this feature, if I understood your idea correctly.  

Of course I'd prefer to see real buy averages, and I also consider manipulated trade scores as exploit and good reason for suspensions, but I doubt that fixing trade V1 makes sense at this point in time:  Let's start with trade V2 and fresh trade scores a.s.a.p. instead.  After all SC said "this year" in an interview, not only "soon".

All other suggestions: +1 Thumbs Up
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Direct Link To This Post Posted: 13 May 2012 at 10:35
Putting food in the marketplace is a long used method of storing more food in your city since food is such a valuable commodity and lots of people run negative food production.
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Direct Link To This Post Posted: 13 May 2012 at 11:09
 
Originally posted by dunnoob dunnoob wrote:

Somebody mentioned that their alliances use offers of 1 gold for lots of goods to indicate the need of a care package.  An enforced minimum would destroy this feature, if I understood your idea correctly.  

Maybe this feature should be moved to a new tab of the alliance profile? It does not really belong on the market.


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Direct Link To This Post Posted: 13 May 2012 at 12:06
i totaly opose to the minimum and max prices (being those)
i use marketplace a LOT (advanced resroces only) and extablishing limits would as dunnoob have mentioned DESTROY some strategies. extablishing a maximum price (not based on %) could be done as long as it allows normal trade. would sugest something as:
wood/gold<100
clay/gold<100
iron/gold<100
stone/gold<100
food/gold<150
....
and so on. this would allow anyone who wants to set high prices but at the same time not allow people who want to set totaly exurbitant prices (this already exist as you can not make a 1 beer sell order for 10000000000000000000000 gold.
i just think those 10000000000000000000000 should be turned into 1000000
or something like that

hope it helps.

as for alowing certain ranges. i think that people who want that are only the ones that use basic resorces market. so... this fature should only be used for wood;clay;iron;stone and food markets
(something as:
amont you want to sell: xxxx amount you wan't to recive: xxxx gold max distance for the deal:xxx
(having a 5000 square default (anyone) )
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Direct Link To This Post Posted: 13 May 2012 at 13:31
Originally posted by Progressor Progressor wrote:

Maybe this feature should be moved to a new tab of the alliance profile? It does not really belong on the market.

A good point.  I have used this many times and my alliance uses it often.  However, this is an alliance function and not a market function.  These trades, which are really gifts, should not be in the market affecting trade for others nor should they count in any way toward player score.  A place for gifting should be provided in the alliance functions. 

Originally posted by Mr Damage Mr Damage wrote:

Putting food in the marketplace is a long used method of storing more food in your city since food is such a valuable commodity and lots of people run negative food production.

Putting food in the market for the purpose you describe is not what the market is for.  You don't set up a booth at a street fair with your inventory hoping no one buys it.  If a player wants to do this there should be an associated reasonable risk.  If there was a max price the offer price would have to be reasonable.  Therefore the risk would be a possible sale. 

Originally posted by dspn23 dspn23 wrote:

i totaly opose to the minimum and max prices (being those)
i use marketplace a LOT (advanced resroces only) and extablishing limits would as dunnoob have mentioned DESTROY some strategies.

What are the strategies this would DESTROY?  Let's discuss them.  Are they market functions or are they exploits?  If they are truly market functions they belong in the market and need to be preserved.  If they are exploits they should be eliminated.  

Several people have mentioned a percentage could not be used for basic resources as it would make the range too small.  I am having a hard time getting my head around this.  A percentage  is just that.  It does not matter if the price is 1 gold or 1000 gold.  The spread would be the same percentage wise.  The opportunity for profit is the same.  What am I missing?

Prom
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Rill View Drop Down
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Direct Link To This Post Posted: 13 May 2012 at 18:28
Prom, what you're missing is that basic resource prices have a wider variability compared to their average price than do advanced resources.  The percentage difference in typical buy orders and typical sell orders is also much greater.  Buy orders for basics tend to be around 1.5 to 2.  Sell orders for basics tend to be around 3 to 4.  That's already a 100% difference between just buy orders and sell orders at the most common points for each.

A lot of it is a function of arithmetic:  if the average price of something is close to 1, any variation in the price of that something will be greater as a percentage than the same absolute variation of something priced at 100.  Let's look at some examples.

It would not be unreasonable to set a price for wood at 5 in the hopes that someone will be desperate and buy it.  However, the average sales price for wood is perhaps 2.5, and that sell order would not be allowed if prices were only allowed to vary by up to 50%.  Likewise, setting a buy price for wood at 1 or even 0.75 would not be outre.  If a person within about 200 squares of me posted such a low price, I would strongly consider it -- especially if I were close to maxed on a commodity, I might as well make a bit of coin from it and get my vans back fast.

The combination of the number of vans involved and the low unit price of resources means that buy and sell prices for basics occur in a broader band percentage wise than do advanced resources.

With regard to opportunity for profit, in my (admittedly limited) experience, margins on basic resources and margins on advanced resources are very different.  This is at least partly because the constraints on sales are different.  The main constraint affecting my ability to sell most advanced resources is the speed of my production of that resource; I cannot sell more saddles than I can make.  On the other hand, the main constraint on my ability to sell basic resources is the amount my caravans can hold; I can make far more than I can reasonably transport.  Although I constantly have vans either in sell orders or shuttling back and forth to buyer, I still max regularly on resources in a number of cities.

When I sell basic resources, I'm basically selling space in my caravans (and my warehouses) rather than production capability.  Anything I don't sell will disappear into thin air as my warehouse maxes out.  This substantially expands the range of prices for which I might be willing to sell -- I sell to the player who is willing to pay the most for my caravans, and if people suddenly became willing to pay 0.1 per resource instead of 3 per resource, I'd probably continue to sell to them anyway.  If I were selling advanced resources on the other hand, I'd probably just accumulate more of them and wait for better prices.

Note:  This situation will change as I construct more tier 2 buildings and claim more advanced resource and troop sovereignty.  However, I think what I'm describing is fairly typical of the experience of most players who sell basic resources; if such is not the case, please speak up and correct me.

This is why using a measure of variability such as standard deviation rather than an absolute percentage would solve the problem -- people posting outrageous prices -- more flexibly and with less of a negative impact on "real" traders.
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Direct Link To This Post Posted: 13 May 2012 at 23:15
Originally posted by Promasean Promasean wrote:

I would like to see market orders age off. 
If a player has market orders in the system for more than 7-14 days they are doing one of two things.  They are either hiding their resources in the market to protect them from loss or they are hoping some poor sot accidently buys them at the exorbitant price they have set.  There are some orders currently in the market that have been there 6 months or more.  These old orders just junk up the market.

I would also like to see a min/max price based on actual sales prices. 
I think setting a min max price would help stabilize the market and make our wonderful graphs more representative of what the real value of commodities are.  A price of 25-50% over/under the current average price would be reasonable.  It would also help stem some of the tactics of the score farmers making our ranking system more representative of reality.

It would be nice to have a repeat last order button. 
Often times there is a need/desire to place multiple orders for the same commodity.  It would be awesome to have a button to repeat the last order.

I would like to have a price calculator added.
Rather than entering the total price for the offer it would be nice to have the system figure the total.  You could enter the quantity of the commodity and the price per unit and have the system calculate the total.  This would reduce calculation errors and/or the need to use an out of game calculator to figure the total price.

There have not been any changes since the marketplace was started last year.  I think these would be good additions/upgrades to the current marketplace.

Just my two cents worth.
Prom

1: Orders aging off. I'm not sure how needed that would be, I mean I haven't really seen an issue about this? But I'm not against this either, just curious.

2: Just, no. I don't think prices should be restricted at all.

3: This I think would help. I like this idea, a repeat order function.

4: Price calculator, I also like this one.


Edited by CerexFlikex - 13 May 2012 at 23:16
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Roland Gunner View Drop Down
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Direct Link To This Post Posted: 16 May 2012 at 04:43
Promasean wrote:

I would also like to see a min/max price based on actual sales prices. 
I think setting a min max price would help stabilize the market and make our wonderful graphs more representative of what the real value of commodities are.



It's obvious that trades that are made for the sole purpose of moving up the leader boards distort and ruin the charts, but they have little if any effect on the markets.  The majority of these trades are picked up in seconds, and no one else even sees them happening.  The fact that they ruin the charts should be enough for the Devs to step in and stop this practice though.

I think if the trade board was untied from the overall leader board it would stop most of this happening though.  Keep the trade leader board for informational purposes, but take away the primary incentive to manipulate it.

If my alliance is is any example the only players that watch the Trade boards are the ones that actively trade.  The handful of us active traders know who is really supporting the market and who is gaming the system.  If you trade much you can look at your own personal trade boards and see who the real traders are.

The Devs have called the trade boards meaningless in the past since many have inflated numbers, but I think it still has value.  Names like Boromir, Mr. Fitz, Rupe, Nipirt and Mandarins, the guys that helped build up the market to start deserve a place to highlight their work.  With the newer blood of Kelis, Deimos, Tan d'Serrai, NightFury, andDealer89 carrying on and keeping the markets liquid.

My personal opinion is we need to make using the market easier, not more difficult.  Placing limits, even generous limits would just add another hurdle for those learning the Illy market.  I would hate to see a new player trying to sell off his 1000 wood for 10 a piece and have his trade rejected if it fell outside of any new artificial parameters set on trade prices.  The Devs have hinted at adding a per trade Tax which I think would be a step in the wrong direction as well.

The vast majority of players use the market when either they need something, or they need to dump something.  There are too few traders helping to build a healthy and active market, and any step that might keep new players out should only come if no other less restrictive option can be thought of.

If you have followed the price of advanced resources for over a year, you have seen a steady slide of prices on every item.  There have been short term bounces around events but the long term trend has been downward.  Currently the game mechanics make it easier to create advanced resources than it is to use them.  Unless you are betting on a change of the game mechanics it only pays to "invest" in the market if you plan on being very active and taking advantage of the sometimes large spreads, or playing one of the short term bounces. 

Well I'm off subject and running long... the short of it, I agree there is a problem but I would hate to see regulations added that would do more harm than good.

Here is hoping that Trade (version 2) will come soon and render most of this moot.

R.
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Direct Link To This Post Posted: 16 May 2012 at 08:16
You know what wouldn't surprise me? If some of these ideas are already worked into trade version 2 in some form or another. A lot of what I read about trade version 2 would fix the problems you have listed. Though a min/max price is not the right way to go. You should not limit an item to a price fix (having a min/max is limiting to a certain price), I have seen this ruin games before. Let the market be and it will work itself out in the end. There are other ways to fix the market then to try and take this approach. 
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