Page 2 of 3
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 2:42 am
by HgE
to express myself better:
How many AT"s are traded on a Daily Bases via Market or Direct sent?
If it's 20-50k /day ... x7 = 140-350k.. .very low amount. You can supply only 2 Active players with 350k AT..
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 2:48 am
by Drought
HgE wrote:to express myself better:
How many AT"s are traded on a Daily Bases via Market or Direct sent?
If it's 20-50k /day ... x7 = 140-350k.. .very low amount. You can supply only 2 Active players with 350k AT..
I fail to see the relevance, sorry
I thought the resources would be supplied by the people selling/buying.
Like the forum market being in the game, but then with user defined trades, with resources from their own pockets.
Or am I totally missing something :s
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 2:59 am
by HgE
Well You didn't fail, you don't concept that someone can spend 2-300k AT week by week without using $.
If you'll need 2-300k AT /week all year, you won't be able to get them from any non $ Market, cause the Users won't be selling that many, even if they will, probably you won't be the only one who's buying, so, bottom of line, the price of AT's will go higher over 1T / 1k.
This is all related with Activity, and for ME, it's relevant, to see, if I'll spend more time in game, or Quit.
Is it worth it to move to a new office building if you can't afford the Rent? same here.
But again, I like the idea, I'm 100% for it.
I want to have AT when I need them most, like NOW..

But I have some Q.. that need some answers.
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 2:59 am
by Sol
Duck Dodgers wrote:I like te idea
But wouldnt this draw a lot of forum activity away from the forum ?
no one cares.
Duck Dodgers wrote:
You place a 5k turns for 3,5T naq offer, your 5k gets deducted, and only someone wanting to buy the full batch can buy it.
read what i wrote.
Duck Dodgers wrote:A down side would be: Anyone can buy your turns, even potential enemies.
there is always the player to player option of trading.
@HgE, doesnt matter how many turns people are selling. Implementing this wouldn't effect anyone, they can withdraw the buy/sell request if they want to, if they get a buyer or sell, good for them. Don't get all worked up about turns.
If people want to they can still post on the forum about what they are selling or buying, again that way a user can see what they are selling or buying for and send the request accordingly, at least they would get it straight away (that's if they were the first ones to get it).
The worst thing that could happen is either admin or I waste our time coding it because it wasn't such a big hit. Actually that's practically the only negative thing that could happen (disregarding bugs).
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 3:07 am
by HgE
Sol wrote:@HgE, .... Implementing this wouldn't effect anyone, they can withdraw the buy/sell request if they want to, .....
well, maybe I'm wrong, but If you can spend 200k AT /week doing your stuff and know that you can buy it anytime from the Market and you can find them easily, it's all about Activity and Effect Everyone.
So, from my point of view, Everyone want AT.
As long as they can't get what they need, they'll get upset, frustrated, and in the end they'll leave. So it's all related in my head.
Sol wrote:The worst thing that could happen is either admin or I waste our time coding it because it wasn't such a big hit. Actually that's practically the only negative thing that could happen (disregarding bugs).
Like you care...
![[sge.gif] :sge](./images/smilies/sge.gif)
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 3:14 am
by Sol
HgE wrote:Sol wrote:@HgE, .... Implementing this wouldn't effect anyone, they can withdraw the buy/sell request if they want to, .....
well, maybe I'm wrong, but If you can spend 200k AT /week doing your stuff and know that you can buy it anytime from the Market and you can find them easily, it's all about Activity and Effect Everyone.
So, from my point of view, Everyone want AT.
As long as they can't get what they need, they'll get upset, frustrated, and in the end they'll leave. So it's all related in my head.
Everyone would have left by now then, this is a war game so AT's are always needed somewhere.
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 3:19 am
by Drought
Sol wrote:Duck Dodgers wrote:Duck Dodgers wrote:
You place a 5k turns for 3,5T naq offer, your 5k gets deducted, and only someone wanting to buy the full batch can buy it.
read what i wrote.
I did, the suggestion I did was in relation to it being far easier to code with far fewer potential for bugs or unwanted effects when messing with it.
@HgE
Isnt the entire suggestion a mere shift in on where the trades take place ?
The amount of turns available and sold will only increase as it would be more accessable to a greater player base. If my estimates are correct, only more turns will become available, perhaps even lowering/balancing the inflation.
I believe there are more turtle style players then war mongers.
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 3:24 am
by Sol
Duck Dodgers wrote:Sol wrote:Duck Dodgers wrote:Duck Dodgers wrote:
You place a 5k turns for 3,5T naq offer, your 5k gets deducted, and only someone wanting to buy the full batch can buy it.
read what i wrote.
I did, the suggestion I did was in relation to it being far easier to code with far fewer potential for bugs or unwanted effects when messing with it.
Adding a few more lines of code to broaden and define the range more significantly is worth it.
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 3:30 am
by Drought
haha, true
though, it might not just be a few more lines, prolly a few 100 xD
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 1:34 pm
by Sarevok
Would be good if it was less instantaneous for the seller. So they can get the resources they traded for when they are online, rather than just there. But the buyer gets the stuff as soon as they accept.
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 1:41 pm
by Sol
Sarevok wrote:Would be good if it was less instantaneous for the seller. So they can get the resources they traded for when they are online, rather than just there. But the buyer gets the stuff as soon as they accept.
It was a bit difficult to define the line when i was explaining but that's what i was trying to convey...in some part....somewhere.
The trade is effectively instantaneous, but both parties will need to click a button to 'claim' their resources of the trade.
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 2:23 pm
by Sarevok
Yup, sounds good.

Re: Having a more traditional market
Posted: Fri Feb 10, 2012 2:49 pm
by Sol
Eärendil wrote:Does this mean you're doing the coding for the main portion as well?
this is an all main deal anyway

.
I don't really know if I will or not, i'll force admin over this direction and see what he thinks of it, but I believe this should have been one of those 'should have been done ages ago' updates, so it's really his duty to oblige.
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 2:58 pm
by Sol
Eärendil wrote:It is not a bad idea though, I just think that by adding such a 'feature' (guess you can call it that) it will cut player interactions even more so instead of spreading it.
Interactions via the forum?
As i said earlier, users can still post on the forum what they have requested to sell or buy in the fluffy cloud.
Re: Having a more traditional market
Posted: Fri Feb 10, 2012 3:01 pm
by Drought
Eärendil wrote:I don't agree 100% with the concept, as there are many people who do use the forums for the market, if nothing else then to skim and see who's selling what and to go from there.
It is not a bad idea though, I just think that by adding such a 'feature' (guess you can call it that) it will cut player interactions even more so instead of spreading it.
edit: this all sounded much better when i was typing it out >> damn drinks
hmm, there is an option to that.
What if the trade pages, where they take place, are one alliance pages.
Like, you look at the rankings pages with alliances, and an extra link indicating trades
players can look there and set and accept trades, this will bring a huge interaction between players and alliances, bringing more players together, what in my opinion is a major part of this game.
btw, when trading, and making it optional to accept trades, I would recommend keeping the expire thing in, this making it still more likely to catch a lucky break and still having a certain risc involved in the trades