by DatOneGuy » Thu Sep 09, 2010 5:42 pm
1)If we make an exchange rate directly that solves one problem: average prices on items , it leaves some other problems however:
a)You still require far more barter stands for this system, which is why they need tot ranslate to coins to have a proper marketplace available.
b)Many people aren't interested in too many things. For example you may want to buy HQ Clay from A.D., or jewelry from Goons, but not want to have to sell anything. Now as a direct as I could put this, no one would sell things like this for coins unless it was gold coins for jewelry (equal the price of the jewelry or more, in which case you might as well nuggify it) and these never happen in stands anyway, although they could. This is solved by the '1', however is why things need to scale all the way. If I want to buy a pair of Thane's in Copper Ore, how much should that cost? It should scale properly. For example you might say "I'd never sell thane's for copper ore = =;", but why not? If prices scale properly you should be able to, if not you should be able to exchange things until you have enough with that copper ore to do it. For example exchange copper ore for cast with one person, exchange cast for unbaked goods with another, exchange that for thanes. If the end result however is that person wants X and wants to sell Y, he should be able to take it as prices should scale properly, plotting things on this point or selling them cheap because "Well it's hard to make a lot of X so I'll give you a discount" works nicely at first but quickly dies off. I often sold gold at 18 cast bar equivalent, that was a mistake. I know gold was valued realistically at at LEAST 24 cast bar equivalent, but I felt bad asking for 4LCs of DDD for one nugget, so I wold say "No that's fine, 2LCs are fine", and yes that got me more trades, but I wasn't happy with the trades, it wasn't a 'fair' trade on my side, I offered too good of a trade because otherwise it wouldn't work. Now if that person turned around and said I want to trade that in cavebulbs that'd be half the cavebulbs and a lot less effort, I'd say no, and they'd say "but you made it equal to 18 cast bars before!". Things should scale naturallly and have a base, if yo offer better ratios for certain goods that is normal per village, but the standard should stay the same. If someone really wants pepper, or cheese, or linen cloth it's expected that they'll offer much better rates than the standard price, but without a standard, there's nowhere to start.
c)Those villages who wish to use coins for general exchange rate it's a lot easier to keep track of than "We take 4 chants per cavebulb" or "3 cavebulbs per cast iron" and have to do exchanging ratios, you can easily post a chart somewhere of what your village pays and now anyone in your village can merchant in your stead.
The typical Marketplace is simply "I want these goods FOR these goods", however a real decent Marketplace should be more like:
"These are the things I want to sell" "These are the things Player B wants to sell"
"These are things I want to buy" "These are the things Player B wants to buy"
Now you can coins from either of these people and spend coins at either of these people's stands. So even if someone isn't interested in your wares you now have money from someone selling something to you for coins to buy from Player B, likewise you may not sell something but someone will get the coins from Player B to buy something from you.
Requires a closed marketplace for this particular thing to work (no random people walking in and whatnot)
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Anyhow, yes 2 things are being discussed here but one needs to go with the other if we hope to accomplish what both A.D. and myself are trying to do and it seems other people are as well, that is a proper Market that stays stocked with items and you can pretty much find anything I'm selling X and buy it for anything 'm buying Y without me having to have 50 stands to do so.
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