- Everything for every credos
- Everything for every numens
- Bulk dogshit curios
- Bulk dogshit foods in bulk (if hunger system lets that be viable)
- bulk dogshit drinks (wine, perry, apple cider, etc)
- Specifics ingredients I don't want to make setups for (spices, mushrooms, eggs, livestock meat, flour, seeds, etc)
- Support metal
- Ore
- Coal
- Generic anynQ building materials (clay, wood, tar, boughs, rocks, bricks, rope, leather, wax)
- Maws/rennet
- Bee larvae
- Literally like half of the other shit in the game to some degree
The amount of value that a nab who could independently look at a list of things I want, or a market in general wants, and be like "o, I can get that easily wtf people care about this?" could provide is fucking immense. I would say > 90% for of the shit I interact with on a daily basis I either do not care about quality, or care about quality so little average players could EASILY provide it to me.
The issue is, and always has been that transporting and communicating this is miserable for all parties involved. It's not so bad to go to Whatever Market and sell 1 stone axe to buy some bones or something, but when you start trying to move more than a few cupboards of shit it instantly stops being worth it. My character only even has enough will to port there once every 2 days, assuming I don't want to port anywhere else, and even then if it were free I'd never buy this bullshit nab garbage because selling my garbage is too much effort and so is transporting theirs. I can make 7 cupboards of dogshit curios faster than I can buy 7 cupboards of dogshit curios.
The main benefits I see to doing this are:
- More competitive market == more competitive game, I would cream my pants if there were actually consistently goodQ gear for sale for not insane prices
- Game is feature creeped to shit, there are too many systems for even a big group to have a good handle on everything. VERY easy access to trading anything from anywhere would make it so specialization could be a real thing. People could just do what they like a lot, then sell their excess to buy w/e products they don't like making, or can't due to infrastructure limitations.
- People just rly like trading and amassing wealth
- Would give a lot of people direction
I think this would be INSANELY impactful to the game, like, haven>hafen tier and probably reasonably simple to implement.
There's definitely a better way to do it if it's massively successful, but I doubt it'd be that hard for Loftar to just make infinite range barterstands that only sell and a second (cheap) structure that buys from every barterstand in the game with a slightly modified price, and allow coin presses to make "generic" coins to be used on the global market.