Author | Real economy. Price Fluctuation |
This might have been said before, if it`s the case close thread.
The idea is to have the prices of the objects at production facilities change at demand and offer.
It would be like setting a base stock for a base price.
If the stock increases the price goes down and if the stock decreases the price goes up a percentage.
Example:
Chain Helmet.
stock price %
---------------------
0-10 5237 +25%
10-50 4609 +10%
50-100 4399 +5%
100-150 4190 base (its price now)
150-200 3981 -5%
200-250 3771 -10%
250- up 3143 -25%
Maybe this way players would buy more objects in diferrent facilities increasing the goold in those to buy resources and allow players to work at them.
This might also be apply to resources at mining (not so sure), but I would also apply it to machining. |
It's been mentioned a lot of times already.
My opinion.... I like the concept, but I don't see it happening.
1. It is very complicated to implement and would require much adjusting on the formula to change pricing.
2. Admins won't implement it because it completely changes the game economy and would affect everything. |
It's a great idea IMO, but it won't encourage people to "buy more objects in diferrent facilities increasing the goold in those to buy resources and allow players to work at them.", I believe.
It'll encourage players to all work at one single place so that production goes beyong 250 units just to drive prices down. Then buy tons of the item (Using your example, Chain Helmet for 3143)
Then someone will try to conspire with others and get everyone to stop working at that factory, driving prices up and selling it on the market for a profit (Using your example, Chain Helmet now going for 5237 ==> people are making 2094 gold profit... each)
Just listing potential problems. We don't want to have an ecomonic meltdown and have Empire take sub-prime mortgages on the facilities... |
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Maybe instead of making it depend on a single store, the price should depend on how much of the item is actually out in the public which would decide the value for the item. So, if there's lots of wood out in the public, the price for wood will be really low. Eventually, people would stop buying or would use their wood to buy stuff and the wood supply in the game would decrease and the price would go up. Of course, you would also count the wood in the mining facilities in the wood supply. In this way it would sort of follow the value of money in the real economy. |
#4
Rand, players do what already? Players can't adjust the buy/sell pricing of facilitaties.
#3
This won't happen. It would be too difficult to gather enough players willing to play the economy like that. Also there will always be a big enough group of players who's willing to cash in early and not wait for the plan, which of course would kill the plan. |
Patheon I wanted to answer that to Takesister (could not edit the message afterwards)
What I said is that a group of players join now to buy all items at a facility.
#3
This won't happen. It would be too difficult to gather enough players willing to play the economy like that. Also there will always be a big enough group of players who's willing to cash in early and not wait for the plan, which of course would kill the plan.
This is what I ment.
The answer to you was the last part about coding. |
50% difference might be a too high imo
a mere few % is okay |
#7
Well, then about the coding, I didn't mean it would be difficult to code it in. What's difficult is setting the right prices and how they move. It's a very difficult balancing act.
And the minor prices in the facilities aren't the primary factor in driving the market. Take wood for example. The sawmill in East Bay has consistently been in stock ever since I started playing this game. While supply in Silent Hill is usually short even though it's more expensive.
Other factors are more important such as:
-location of merc guild
-# of production facilities
-availability of other mining facilities
-how all the beginners start at the capital and are "stuck" there |
#1
Your feeling of improving market is right. I also expected something like you wrote about, when I came to this game.
Creators will definitely not implement it, because the game is going in a diferent direction - owning a facility will be implemented. I don't know when, but it's in the list of upcoming features. I believe that the fact, that players will be setting prices, will do the best job for whole economy. |