Fostik wrote:The thing is that barter stand already has API.
Server returns you all contents of the stands, and then client renders it as stand window.
If you want API as is, what else would you want in addition to it?
The real problem is there is a lot of instances when players made parser based on custom clients that helps bot to achieve this response, and perform own ETL, e.g. send, parse, save and display data on the site aggregator, but neither developers nor players has developed centralized approach to work with market data in haven, and every world we are starting from scratch.
If you want to resolve it - game badly needs global auction, that you can build by upgrading village idol, so it will provide access to world trading pool, where distance and quantity are affected by additional limiting mechanics, among with currency supported by devs convertible to/from tokens. This game trading can't rely on high effort overcomplicated player-made projects every world that can be released right when everyone already quit.
The ability to draw that information to a website independent of the client. Whenever a barter stand is closer any listeners of the barter stands API code would get that information shared with them as well as the client(with a request cooldown ofc). So that once a market is opened they make a website that does not require a bot to walk around and open, they just require the code for each barter stand. then whenever someone looks it sends both the client user and the code listener the information on the stand.
A global market section on forums with the thingwall/village name could be added that owners of stalls could add their code to making them seen globally could solve the need for a perma global market but instead a globally created barter stand list that sorts by village it is under.