Sevenless wrote:No one really used the salem market that way the couple worlds I played, and the lack of ability to build/do interesting things with the space takes away a lot of the possible niceties that current community markets have. That's before we have to deal with possible abuses and hard coded rules to protect the space with no human oversight. I also just don't like having any hard coded space in haven. People always build markets, and I think with spiralling back this world if it depends on bulk metal trade there will be a very big incentive to do so this world.
I ran a very small market this world for a month, and I think the main costs of the market came down to interacting with people. If there was some way to more fluidly rent out stalls with a proper UI, I think the system would be way less burdensome. The other issue being nothing to buy from people, which I frankly think is the most important problem we have. Anything that was hermit accessible that I could buy, I needed in very low quantities. This lead to an unstable supply of currency for the market comers. I really doubt people would buy junk from hermits long term, and a couple weeks of charity won't fix that issue.
I ran my own market for a while during the last few months of the world and had good success. Mostly catering to hermits, I used the market to buy up things I didn't really want to source for myself any longer: deer and other useful meats at any game stage, alchemy ingredients, etc. All were easy for hermits to come by, and it was easy for me to offer in exchange goods equal to most of that found at the big market. The issue of players/factions who can build markets having nothing worthwhile to buy from newer players is real, though it is not absolute. Small, private markets are viable strategies, but for a large faction, they are not, since the stuff I might find hard/tedious to source a group of 5+ would not. A solution is an honest, deep rethink of what constitutes rare, valuable objects in-game. Metal spiraling will help, but that's simply one aspect of a very large body of objects. I don't think the solution is to somehow force a player-driven market on the game via hardcoded rules.
And the Salem market was relatively well-used when the game was alive, since the game did, in fact, have a number of inherently valuable items, at least at the time. I've often wondered why the developers don't take pages out of other successful niche games. Take Kingdom of Loathing as an example. KoL offers various items of the month for purchase, each with interesting properties. I could see a dev-built small community hub at the center of the world, not a market but a center with a few shops selling shit like items of the month, etc. Ideally they would not operate like hats: they would be unique, lootable, and persistent across worlds, showing up as artifacts randomly if lost. Paid for with in-game currency, they could operate as a resource sink. Now, I'm sure that idea is flawed in many ways, but the principle is probably sound. Small community non-market hub, regular unique items. Leave the markets to players interested in building them, since that's fun.