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Boston trading company auctioneers city trading-rights

PostPosted: Fri Aug 31, 2012 3:35 pm
by ElCapitan1701
One problem atm is, that all "trading" is done by Boston. So there is no need for cities to trade with eachother and therefore no need to transport goods. So there is no need for infrastracture, and no raiding of transports. So here is the suggestion:

The boston trading company auctioneers trading rights for cities. For every 300 players active on the server one trading right is sold to the highest bidder. This right makes it possible to build a marketplace which establishes a safe-zone (the marketplace only) where player can build market stalls. The city itself can not use the marketplace to store things, think of it as a embassy of the boston trading company, but does get a percentage of sales generated. It also works as a teleport point. Players no longer have free travel to Boston but to the nearest town with a marketplace. The contract period is four weeks - after that the marketplace gets closed if trading-rights are bought again.

Re: Boston trading company auctioneers city trading-rights

PostPosted: Fri Aug 31, 2012 3:37 pm
by Darwoth
ElCapitan1701 wrote: which establishes a safe-zone



no thanks

Re: Boston trading company auctioneers city trading-rights

PostPosted: Fri Aug 31, 2012 3:41 pm
by ElCapitan1701
Editet OP - maybe you like it better now.

Re: Boston trading company auctioneers city trading-rights

PostPosted: Fri Aug 31, 2012 3:49 pm
by Tonkyhonk
ElCapitan1701 wrote:It also works as a teleport point. Players no longer have free travel to Boston but to the nearest town with a marketplace.

oh please, no... the worst idea ever.
the nearest town to your homestead is not always good for you.
boston is always neutral because its an NPC town.

Re: Boston trading company auctioneers city trading-rights

PostPosted: Fri Aug 31, 2012 3:56 pm
by ElCapitan1701
Tonkyhonk wrote:the nearest town to your homestead is not always good for you.


Why not? As long as you stay on marketplace the city can`t be good or bad.

Re: Boston trading company auctioneers city trading-rights

PostPosted: Fri Aug 31, 2012 3:58 pm
by baronbowden
I think alot of the issue would be resolved IF

A) teleportation to boston was limited per char to a set number of times per day
B) Market stalls could be built in a town. They should have an incredibly high number of HP but people using them shouldn't be safe
i) No tax on town built market stalls
ii) Add an actual sales tax to good's sold in boston as well as the vendor tax so both parties have an incentive to not use boston

Regarding this would it be possible to code AI behaviour of hired guards. Instead of just braziers what if each city bell enabled you to purchase guards (whatever number works exponentially increasing with each guard purchased) that do reasonably low dmg and have a reasonable amount of health. If killed in combat they take a while and then respawn?

B

Re: Boston trading company auctioneers city trading-rights

PostPosted: Fri Aug 31, 2012 4:08 pm
by MagicManICT
The one good idea, in my opinion, has been suggested in multiple prior thread: barter/vending stands for intra-town trade. Keep the Company Stalls in Boston as the devs have said nothing is being done with the current teleports.

Re: Boston trading company auctioneers city trading-rights

PostPosted: Fri Aug 31, 2012 4:12 pm
by baronbowden
That is a shame regarding the teleportation being set in stone. A bit of limitations imo would be good.

That said I think the tax on both ends would serve to create enough inflation vs a player run stall as the server becomes mature and prices rise for better items that people WOULD spend the time to take the hike and find a player run stall.

People being able to do it in person anytime they want without using stalls would be the only thing that cramps it.

Re: Boston trading company auctioneers city trading-rights

PostPosted: Fri Aug 31, 2012 4:18 pm
by ElCapitan1701
baronbowden wrote:I think alot of the issue would be resolved IF

A) teleportation to boston was limited per char to a set number of times per day
B) Market stalls could be built in a town. They should have an incredibly high number of HP but people using them shouldn't be safe
i) No tax on town built market stalls
ii) Add an actual sales tax to good's sold in boston as well as the vendor tax so both parties have an incentive to not use boston

Regarding this would it be possible to code AI behaviour of hired guards. Instead of just braziers what if each city bell enabled you to purchase guards (whatever number works exponentially increasing with each guard purchased) that do reasonably low dmg and have a reasonable amount of health. If killed in combat they take a while and then respawn?

B

Yeah - that`s fine for me too.

MagicManICT wrote:The one good idea, in my opinion, has been suggested in multiple prior thread: barter/vending stands for intra-town trade. Keep the Company Stalls in Boston as the devs have said nothing is being done with the current teleports.


Well the suggestion you mentioned is about trade inside cities between the citizens. As long as every trade could be done at Boston there is no reason why a merchant should buy goods in city x and sell it to city y. I always wonder if there is any reason from a game design perspective to do everything per Boston? Doing a port to one of the nearest 4 points isn`t that much of a formula to implement.

Re: Boston trading company auctioneers city trading-rights

PostPosted: Fri Aug 31, 2012 4:24 pm
by baronbowden
the problem though with the port El,

Depending on who set up the market it could suck SOO badly.. and then you are stuck for 2 weeks not being able to get to Boston. The other issue to my mind is that the game is designed so that you can port to boston and run somewhere else.

Dedicated merchants if they had stalls and an incentive like no tax would probably set up player run villages anyways, some near boston some who knows where to avoid the darworths of the world. Rent would still be charged for the stall so it would still be a silver sink out of the economy (which is good)

IMO if you create an economic incentive for the buyer and seller (normal economics you could just impact the seller and they would pass lower prices onto the buyer but in a game it won't work as efficiently) people would decide it was worth the time to travel to a nearby town/market.

B