Kaios wrote:Just like there are many reasons for players quitting the game, I do believe there is more than one reason for trade being bad. Do you think initial prices are high while exchange rates are low at Community Fair because they had trouble moving their stuff from the village to the stands? No, it's because gold is rare so they've adjusted their exchange rates to reflect this fact but have kept the same high prices they would have had last world for top quality stuff even though gold was also much easier to find then.
Hardly any traders have accepted things like blueberries, cave bulbs, gray clay, dewy mantles, and other low tier foragables for a long time ever since botting became more prevalent and then tokens were implemented. There are various factors as to why trading is impacted negatively by several different changes and implementations in the same way it is true for player retention. I would argue that this is just another factor as to why players leave the game so quickly as well.
Gold is pretty common. Not all trades involve gold, though.
I bet, next to gem hunting or localized resources, the most valuable thing a hermit can do this world is
forage truffles.
Both buyers and sellers having to travel for a large period of time to exchange goods is a huge tax on all trades, and functionally causes local monopolies on buying certain goods because it's not worth moving them to a market/trader that lives further away. Selling cast iron for 1 point to somebody locally is a better idea then selling it to somebody for 3 points across the world.
Travel is a HUGE tax on trade.