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Direct Link To This Post Posted: 30 Nov 2010 at 21:24
Originally posted by Arya Arya wrote:

Don't rush yourself SC, seriously, take a holiday.

/me cheers for tax free trading!

No time for a holiday, you're going to see the major changes this month, go have a peek at the newness thread for a teaser.
Postatem obscuri lateris nescitis
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Direct Link To This Post Posted: 30 Nov 2010 at 20:44
Don't rush yourself SC, seriously, take a holiday.

/me cheers for tax free trading!
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Direct Link To This Post Posted: 30 Nov 2010 at 17:02
Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by KeJoRo KeJoRo wrote:

I love Trade v2 so far. It is by far easier to navigate than the old system and it is a lot easier to get what it is you're are looking for.

For example, as a lowly cow farmer, I was resigned to searching the pages quite thoroughly to find someone willing to buy my (very high quality Wink ) cows for a decent price and was constantly finding orders for "100 cows in exchange for my 20 horses", etc.

This might be a little controversial, but I like the idea of the king taking taxes as well. I'm pretty sure this has been mentioned somewhere, but it'll stop wealthy players from buying everything on the market, then hiking the prices when they sell back and making a killing for very little effort.

My only suggestion is something that may very well be in existence already that I haven't come across yet. That is for the person offering the trade having the ability to set multiple trades in one go. For example, if I wish to sell 100 cows, but seem to be having no luck, an option would be to sell five lots of 20 cows. Rather than post five seperate trade requests, it would be more beneficial if I could set a tally in the initial request as to how many lots of this trade I wish to sell, which also shows up in the trade screen. That way if player A likes my offer, but doesn't have a need for 100 cows and only wants, say, 40, they could buy two lots of my 20 cow offer, leaving the 60 left over for someone else to buy.


Hi KeJoRo,

The next set of enhancements to Trade v2, arriving very soon bring in all these concepts (and many more!).

Taxation: town-to-town "excise" and trade hub taxation "faction tax"

Also using a trade hub to buy or sell goods will allow the buyer or seller to choose the quantity the deal-acceptor wishes to buy or sell (and differs from town-to-town trade in this way)  This has to be at the trade hub level due to the "reserving of caravans to service a trade" that town-to-town trade requires.

Regards,

SC




Hi SC!

Thanks for your reply. That makes sense then in that case. The way I was thinking of was for the seller to reserve caravans for that purpose, as you said, but I suppose that makes a lot more sense. Hmm. Perhaps I should start working out trading strategies. My cows probably won't like what's coming next Tongue

Thanks again,

KeJoRo
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Direct Link To This Post Posted: 30 Nov 2010 at 16:47
Originally posted by KeJoRo KeJoRo wrote:

I love Trade v2 so far. It is by far easier to navigate than the old system and it is a lot easier to get what it is you're are looking for.

For example, as a lowly cow farmer, I was resigned to searching the pages quite thoroughly to find someone willing to buy my (very high quality Wink ) cows for a decent price and was constantly finding orders for "100 cows in exchange for my 20 horses", etc.

This might be a little controversial, but I like the idea of the king taking taxes as well. I'm pretty sure this has been mentioned somewhere, but it'll stop wealthy players from buying everything on the market, then hiking the prices when they sell back and making a killing for very little effort.

My only suggestion is something that may very well be in existence already that I haven't come across yet. That is for the person offering the trade having the ability to set multiple trades in one go. For example, if I wish to sell 100 cows, but seem to be having no luck, an option would be to sell five lots of 20 cows. Rather than post five seperate trade requests, it would be more beneficial if I could set a tally in the initial request as to how many lots of this trade I wish to sell, which also shows up in the trade screen. That way if player A likes my offer, but doesn't have a need for 100 cows and only wants, say, 40, they could buy two lots of my 20 cow offer, leaving the 60 left over for someone else to buy.


Hi KeJoRo,

The next set of enhancements to Trade v2, arriving very soon bring in all these concepts (and many more!).

Taxation: town-to-town "excise" and trade hub taxation "faction tax"

Also using a trade hub to buy or sell goods will allow the buyer or seller to choose the quantity the deal-acceptor wishes to buy or sell (and differs from town-to-town trade in this way)  This has to be at the trade hub level due to the "reserving of caravans to service a trade" that town-to-town trade requires.

Regards,

SC


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Direct Link To This Post Posted: 30 Nov 2010 at 16:23
I love Trade v2 so far. It is by far easier to navigate than the old system and it is a lot easier to get what it is you're are looking for.

For example, as a lowly cow farmer, I was resigned to searching the pages quite thoroughly to find someone willing to buy my (very high quality Wink ) cows for a decent price and was constantly finding orders for "100 cows in exchange for my 20 horses", etc.

This might be a little controversial, but I like the idea of the king taking taxes as well. I'm pretty sure this has been mentioned somewhere, but it'll stop wealthy players from buying everything on the market, then hiking the prices when they sell back and making a killing for very little effort.

My only suggestion is something that may very well be in existence already that I haven't come across yet. That is for the person offering the trade having the ability to set multiple trades in one go. For example, if I wish to sell 100 cows, but seem to be having no luck, an option would be to sell five lots of 20 cows. Rather than post five seperate trade requests, it would be more beneficial if I could set a tally in the initial request as to how many lots of this trade I wish to sell, which also shows up in the trade screen. That way if player A likes my offer, but doesn't have a need for 100 cows and only wants, say, 40, they could buy two lots of my 20 cow offer, leaving the 60 left over for someone else to buy.
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Direct Link To This Post Posted: 30 Nov 2010 at 01:39
Originally posted by Arya Arya wrote:

Originally posted by GM Stormcrow GM Stormcrow wrote:


You can order by any column heading - just click on them...


Well i didnt know that! Pinch

/me grumbles and wanders off to bed


/me giggles at arya.  It took people ages to figure out they could click the compass to move on the map, this is no different :P
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Direct Link To This Post Posted: 29 Nov 2010 at 23:47
Originally posted by GM Stormcrow GM Stormcrow wrote:


You can order by any column heading - just click on them...


Well i didnt know that! Pinch

/me grumbles and wanders off to bed
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Direct Link To This Post Posted: 29 Nov 2010 at 21:51
Jamieh,
 
I agree that raw materials are not "cornerable", but with the trading hubs restricting trade distances, and wars creating periods of high demand...I think there might be opportunities to corner specific manufactured goods in certain trade regions.  We'll have to see how the new system actually works...but it might be fun to try this.  :)
 
I expect that raw materials should have a farily stable price - which is why I started the other thread on the UK1 server forum for Market Prices.
 
I expect that manufactured goods could have a good deal of price fluctuation.
 
Anyway, I am excited about the upcoming changes and I hope to see them implemented soon.  :)
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Direct Link To This Post Posted: 29 Nov 2010 at 21:45
The new trade screen is set up pretty much as a real order book looks like. When there are hubs set up and we get some decent volume then we should see the spreads between buyers and sellers tighten. With regards to "cornering" the Market, because there is an infinte amount of goods available, then no player can disrupt the supply curve. There may be opportunity for profiteering if one is in an area with a war going on of course.
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Direct Link To This Post Posted: 29 Nov 2010 at 21:38
Originally posted by Brids17 Brids17 wrote:

Out of curiosity, how do you plan to get a price for things for the AI factions? The way the marketplace is now people wont be selling things for what they feel is fair, they will be selling things at a price that undercuts the guy who last put an offer on the marketplace. If Bob sells a sword for 250, Ed is going to sell his sword for 230 and I'm going to sell mine for 200 and the next guy looking to sell a sword will sell for lower than me. How do you get a price from that?
In economics, there is no such thing as a "fair" price beyond what a willing buyer and willing seller agree it to be. 
 
>How do you get a price from that?
 
You get a price at each transaction.  The price fluctuates - just like the stock market, or grocery store.  Presumably, there is a low price that keeps all sellers away.  And there is a high price which drives away all buyers.
 
I think I saw the GM write that when fully implemented, we will have historical price trends available to us which will allow a trader to produce/acquire goods in high demand in order to increase his profit potential.
 
I am curious to see if players will try to fix prices or attempt to "corner the market" for particular goods.
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