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Having a more traditional market

Posted: Thu Feb 09, 2012 10:50 pm
by Sol
As we all know quite a few users don't go on the forums, and we all know sometimes it's hard to find attack turns, or UU when you actually need it.

Admin has currently in place two types of non $ 'markets' a player to player direct and a (semi) fixed value trade system (which allows only 3 trades per week).
So why not have a market that allows a user to sell or buy resources from the multitude of users in more of a game wide auto status quo, (this is hard to explain in a few words :razz: ) so take for instance a user wants to buy 3k turns for 1.8 t naq, the user enters the request which in turn waits until some other user sells 3k turns for 1.8 t naq or lower at some point in time (conversely if a user wants to sell they have to wait for a buyer request), then it auto completes the trade. Somewhat similar to the player-to-player trade but the offer is to every user. For simplicities sake only the users buying or selling requests should be displayed on their page.

Other things can be refined of course, first come first serve, buying less than the full amount of something, like a user might only want 1k of someones 5k turns they are selling so it just parses 1k. Users retrieving their resources (bought or sold) after the trade goes through, requests can be rejected at any time etc.

I'll try an example with a more diagrammatic approach:

-User A sells 3k turns for 600 bill per k -> Request is sent to the fluffy cloud (along with turns)->
....sometime later.....
-User B wants to buy say 2k turns for 700 bill per k -> request is sent to the fluffy cloud (along with naq)->
-fluffy cloud sees that User B is buying for more than User A is selling for ->
-fluffy cloud gives User A the 1.4 trill naq->
-fluffy cloud gives user B 2k turns ->
-the request from User A still exists but its now only 1k turns for 600 bill per k, someone may want to buy 3k turns for 700 bill per k (in which case 1k would go through here and they would have to wait for the other 2k to find a seller), or User A may want to reject the request and get back the 1k turns or whatever.

If User B offered say 500 bill per k then they trade wouldn't go through.

Consider the fluffy cloud a middleman of sorts, that's automated, or a demon spawn.

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 12:07 am
by Sarevok
Skimmed it. I supported the original post about a similar system, and I support this system also.

Don't know if you mentioned it, but I think that the trades should be limited to the current system. Maximum of 3 ongoing trades at any one time. And when you have 3 out in the open, you can't accept other. Though you can withdraw any of your trades at any time.

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 12:15 am
by Juliette
Yes. Good idea. Although instead of letting the fluffy cloud decide, maybe it is an option to just list the 5 'best offers', to make the user aware of market values?

In any case, as long as the system is closed (no ghost resources appearing from nowhere), I am in favour. ;)

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 12:18 am
by Sol
the 'best offers' will slow it down a hell of a lot though, the only advantage it would have then is it would reach people that dont go on the forum, if fluffy the demon spawn decides then its practically instantaneous to at least one party, and users wouldnt have to wait half a day sometimes just to see if a person accepted a request.
That's the raw beauty of it as well, it doesn't need a cron like a turn change, it can be a static script.

EDIT

To accommodate for the unseen changes in price it would be easy just to show the averages of what each resources has sold for over a period of like half a day.
So something like:

12-hour Averages:
1 million UU for 655 billion NAQ for 1,150 turns

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 12:24 am
by Juliette
Sol wrote:the 'best offers' will slow it down a hell of a lot though, the only advantage it would have then is it would reach people that dont go on the forum, if fluffy the demon spawn decides then its practically instantaneous to at least one party, and users wouldnt have to wait half a day sometimes just to see if a person accepted a request.
That's the raw beauty of it as well, it doesn't need a cron like a turn change, it can be a static script.
Good point. I see why that would be better. ;)
However, doesn't such a system have a rather high start-up time? Before there is sufficient trading volume for trades to be instantaneous, I mean? Or did I miss something. :)

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 12:31 am
by Sol
not really, if you think of it logically, there will always be a buyer or a seller (pair anyway) that would instantaneously get what they want, i mean you might get a seller post a request, then a buyer then a seller, then another seller, but another buyer might send a request which matches a seller (which gives you a pair) and hence would instantaneously accept the request for that buyer.
Yes it may get a bit to start it, but if you dont get a request accepted you would naturally decrease or increase a bit in hopes to get the ball rolling.
All depends on supply-demand and how badly you want it really. Surely out of the few hundred forum users alone there would be a few requests to start it up anyway ;).
A little kick start wouldnt hurt anyway.

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 12:43 am
by Juliette
Fair enough. It is a good idea. ;)

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 12:51 am
by Sol
someone may have to get me the keys to admins pride and joy so i can code it, i doubt he would :razz:

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 1:15 am
by HgE
Sol wrote:someone may have to get me the keys to admins pride and joy so i can code it, i doubt he would :razz:

I can say, you are too optimistic... damn. You realize it's all about AT supply and 130 players are not such a good AT's supplier.

I mean, before you do this Market Think, did you have a picture of:

1. How many Users from those that are online, buy AT's with $?
2. How many farm with what they have?
3. Media of AT's spent /day by users that don't buy AT's with $?
4. How many AT's are send as Gift to X, Y player, directly or an a very low price?
5. How many Users, from those 130, actually sell AT at Forum Price (>600 bil)?
6. How many Users from those active have SS?

Now, from what I encounter in game:
- normal users (that don't check this forum, that still are LG or lower, small army size, small C, AC lvl's) are afraid to set them the brokers for NAQ cause they are afraid to lose the NAQ, because of their Space Bank. I mean, there are users that don't know what Marketplace is for, and several times, I had to explain how it's working... :D

- random users - they don't care about their AT's, that they can sell it. They don't even have SS to sell them.

- Those Active, will go first on Alliance /Friends, then on Main Forum, then Trade what they have.

_____________________________________________

I like the idea to get the AT's when You need them most, NOW, what can I say - Flawless and I'm 100% for it, and could change the game interaction and make it more addictive, well for me at least, if I have AT"s I'm playing SGW if not, spending my time on Forums or play on FB... :P.

But first, I'd like to see the answers to those 6 Q. :P

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 1:35 am
by Sol
HgE wrote:
Sol wrote:someone may have to get me the keys to admins pride and joy so i can code it, i doubt he would :razz:

I can say, you are too optimistic... damn. You realize it's all about AT supply and 130 players are not such a good AT's supplier.

I mean, before you do this Market Think, did you have a picture of:

1. How many Users from those that are online, buy AT's with $?
2. How many farm with what they have?
3. Media of AT's spent /day by users that don't buy AT's with $?
4. How many AT's are send as Gift to X, Y player, directly or an a very low price?
5. How many Users, from those 130, actually sell AT at Forum Price (>600 bil)?
6. How many Users from those active have SS?

Now, from what I encounter in game:
- normal users (that don't check this forum, that still are LG or lower, small army size, small C, AC lvl's) are afraid to set them the brokers for NAQ cause they are afraid to lose the NAQ, because of their Space Bank. I mean, there are users that don't know what Marketplace is for, and several times, I had to explain how it's working... :D

- random users - they don't care about their AT's, that they can sell it. They don't even have SS to sell them.

- Those Active, will go first on Alliance /Friends, then on Main Forum, then Trade what they have.

_____________________________________________

I like the idea to get the AT's when You need them most, NOW, what can I say - Flawless and I'm 100% for it, and could change the game interaction and make it more addictive, well for me at least, if I have AT"s I'm playing SGW if not, spending my time on Forums or play on FB... :P.

But first, I'd like to see the answers to those 6 Q. :P

This is not just for turns ;) don't get ahead of yourself again HgE.
Users start with 1 trill bank space now, plus it increases with their covert level as well.
Everyone is always looking for turns anyway.

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 1:47 am
by HgE
Well Turns count them most. If you read the markets you'll see.
4*700=2.8T.. over Bank Size limit... But hey, read all I'm posting Good, don't blame the Time.


any chance to get those Answers? :smt064

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 1:55 am
by Drought
I like te idea

But wouldnt this draw a lot of forum activity away from the forum ?

Also, would it not be simpler to have an offers list of people selling from which you can choose to accept.
No parts buying, the offers are as they are.

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.

This effectively forces the seller to consider setting up a couple of smaller batches if he or she has a lot of turns to sell.

This would be far far simpler to code.

A down side would be: Anyone can buy your turns, even potential enemies.

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 2:08 am
by HgE
I can live with that Duck.. anyway, take a look today, what you won't do for $$? :P

Again, the Q are related on how many AT's are we talking about?
If it's 200k / week it's a low amount. I know I can spend 300k AT if I have them in time when I need them most and not waiting for Brokers to be accepted or to find Users who are selling.

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 2:19 am
by Drought
You mean limits how many you are allowed to sell a week or something, or how many in one go ?

I would not place limits on them, simply as turns get sold off pretty damn fast, always.
perhaps a max of the 10k limit on the setup, which will hinder the seller himself, seeing as the majority of people have at least a hand full of turns and would hinder them accepting the deal to max amoutn of allowed to hold turns.

The idea of the ingame market has a lot of potential to spurr up more activity on main too.
Many players who never even botherto check the forum, or have any idea you are able to buy or sell stuff there (here).
having the option in game brings more potential buyers/sellers in play

Re: Having a more traditional market

Posted: Fri Feb 10, 2012 2:39 am
by Lithium
this system is in most of the games, just set a universal market page