Having a more traditional market
Posted: Thu Feb 09, 2012 10:50 pm
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
) 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.
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
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.
![[064.gif] :smt064](./images/smilies/064.gif)