painhertz wrote:I sell one Savage charm, get 35 silver and you "charge" $2.00 American for 20 silver? **** man, hook up a real money trading section Ala Diablo 3 and my ass could live on just playing this game.......
Even if they don't (even better, they shouldn't, then some players will be taking the money that should have been going to the devs) this is the exact reason why having the in-game currency too close to the real-life currency is bad for both the players and for Seatribe. @_@
They could regulate the current market values a bit more, but it's a limit to how far they can push that without making the game frustrating for the players. The best would be to establish a higher ratio between the in-game currency and the real-life currency.
My best suggestion to achieve this would be to have a cash-shop currency (for example gold) and sell the fancy stuff for gold instead of silver, then have a currency trade system where the gold you buy can for example be traded to 10 silver, but it will cost 20 silver to buy a gold - then Seatribe will be able to keep a higher ratio without risking to flood the market with silver. Also, keeping a cash-shop currency means the devs won't need to micro-manage the in-game market so closely, they will only need to regulate the gold to silver and silver to gold rates that way.
Anyway, market values that can be regulated IMO are lower sell value for Savage Charms (10 or 20 silver would be better), higher price for Nails (For example 45 silver - and yes, I'm serious, a metal bar cost 200 and give you 5 nails, it should be cheaper to buy a metal bar and make the nails yourself). On the other hand, the rattler Antidote is too expensive though. Regardless, the best effect would be from increasing the cost of expanding your claim and maintaining a town (a town can be purchased and maintained by a hermit at the moment, that can't be intentional).
These things would create a much more balanced and stable economy in my opinion. :3