isdel wrote:Trade is made difficult/irrelevant because of the quality system. The majority of goods aren't fungible so traders who aren't larping are only interested in very high quality items or ones that have their scarcity enforced by the game itself (fate curios). Thus the economy has next to no need for second-tier producers (hermits, small villages, etc.) because volume can't make up for low quality.
Concerning the thread topic, I don't think an official market will ever happen. The devs' stated policy is minimum interference in the world, and a dev-run marketplace flies in the face of that concept.
jorb wrote:Decay does nothing principally to break autarky, though. It simply increases the drain on resources and has a huge potential to simply make the game a lot more tedious.
I saw this and was curious how it'd be possible to enable easily accessible bulk trading for low Q goods, yet retain the necessity of private trading of high Q goods. Or perhaps negate the difference in the two?
What if there was some sort of tool or structure that let you advertise what you're selling to everyone else who had that structure? You could look at the offers and then select it and it'd give you an arrow similar to quests to the direction of the barter stands. It might also be necessary to implement a form of time measurement e.g. "2.5 days of walking away." This would allow traders big and small to easily advertise their goods to other players without having to create a trade topic.
I myself was always a particularly lazy trader. I'd trade off my old workstations and tools for next to nothing just because I wanted to help other players out. But arranging trade meet ups was often a hassle. I think this sort of arrangement would help foster an economy as well as help create a standard value for the goods.
This helps to negate the need for an NPC market, but also allows players to still create their own. Perhaps it could be on a village based system where the village could list all their goods in one tab and players could browse them. So, in a way, it'd also incentivize people to join a village (or at least create their own). Basically, the browser would see a list of goods available at that village and could see what they wanted to trade for said items. Possibly, it could even denote that village's currency of choice and their exchange rates to other currencies.
Heck, if you wanted you could even tie markets to realms. Each realm could have it's own billboard of village markets and currency exchanges. This could be a golden opportunity to make realms more than buff magnets. The more I think about it, the more I'd love to see village markets tied to realms. For people actively seeking trade goods they could travel from realm to realm scouting the markets and figuring the best deals. Or, simply settling for trading with the closest realm.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”
An idea to consider:
Tedium, a Feature.
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