Darkside wrote:Yeah probably some interim solution where you base the weekly upkeep cost on amount of players makes the most sense. While leaving the sales tax fixed.
But if the goal is to eliminate stall monopoly... then well stalls got to go. Replace with one big market building (Call it an auction house if you prefer) where every character can put up x number of items for sale at a price of y. That item then goes into the public market database and is frozen for a week - either the item gets bought or the item becomes stale and exits the market - either case the slot is still occupied until the player comes and claims his item or money and then can re-use the slot for a new item or to try and sell the same item at a new price again.
When buyers come to the market they see a list of everything in the market which they can sort by item type / price or they can use filters to filter the list on item type
This way, no monopolies, no issues with fairness.
Again, this will never happen. The dev's have stated that a non-social trading market like this is not their goal. The want us to trade in barrels with some things being bought in limited player owned stalls. They want us to talk to each other and negotiate and steal from each other in the barrels. They do want to end the monopolies on the stalls tho. I think they're doing a pretty good job of that. The thing I'm most looking for is some sort of leniency on active players making money off of stalls with a reduced population playing like now. The easiest way to do that is to keep the 1000s rent and get rid o the 15% tax. This will help active merchants and active traders with merchants and new players trying to buy that first nail as things will be cheaper.