balthasar

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About balthasar

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  1. It really doesn't bother me one way or another since I no longer have a subscription. Just trying to relay what had me stop playing since the aspect of the game that I though looked interesting fell way short of my hopes. Was hoping that the robust crafting would have an in game market/economy that complemented the crafting, but found that not to be that case. Butt hurt? I assume your in your early 20's. That said I'll take my leave since it seems the discussion is headed in the wrong now.
  2. The economy limps along but I understand some like it that way. It's just a shame because back in January when I was subscribed the game struggles to get a couple hundred players and this is one of the glaring problems with Wurm. I'll check back in another six month's and see if there is any difference as it's not worth the pain(effort) in its current form.
  3. No NPC's involved. It's nothing more than a board per say that lets you list what you have for sale and you can see what is for sale. The channel for listing things that are for sale is a mess. Competition is what drives any economy and Wurm could certainly use some of that to help the economy feel alive. But the old hands are pretty much not going to accept any change to bring in fresh blood to the game. Eve's economy should be the gold standard folks strive to match. I tried really for six months and did farming and in the end I felt like I was watching scrolling credits on the screen and gave up.
  4. This is exactly why Wurm is screaming out for some type of auction house based on major settlements as the hubs that share listings between hubs were players can list offers and other as buyers can purchase. You'd still have to travel to the major hubs to list, fulfill, deliver and pickup items/services and these hubs would become major centers of commerce. I'd envision the ability to go to one of these hubs and list your property for sale, services, items for sale or any other thing folks can think of selling in game. The listing of things in a game chat window completely killed the immersion for me and had me give up on Wurm. I check back every now and then to see if something has been done to improve this.
  5. You hit the nail square dead on the head there. It's really a damn shame to because if Wurm had a economy similar to Eve I believe we'd have plenty more folks here.
  6. Permissions

    What was the horses name? Maybe someone would be nice enough to return it.
  7. If Wurm had the in game economy that Eve has it would be just as bad/good for sucking the life out of you in a good way.
  8. Hello Cista, Yep I have done the in game merchants and in general I like the idea. I see the in game merchants as a player announcing to the other players there intention to enter the in game economy as a seller. Where it falls short is that you see a very small sample of what is for sale within the game and it really only bring sellers and buyers together on very small scale. Now you can ride around all day visiting merchants but that becomes rather boring after a little while. It would be nice if they could say tie all the merchants on Xanadu together on the back end and a player could see all that is for sale on the Xanadu server. There would need to be filters in place to remove the items you weren't interested in. The listing could include delivery options, location of merchant and others that I'm sure I'm missing. They could even add a bulk items listing that could only be listed if it met the predetermined required amount of say 500 or 1k. As far as players wanting to sale between servers I think a special type of merchant would be needed. For lack of a better name I'll call it the Kings Traders. Sellers would go to the Kings Traders on their server and list their items for sale. Players on other server could visit their servers Kings Trader and see inter server listings. They would be the same as intra server merchants with the listing showing delivery options, location of the Kings Trader where the item was listed and other things I'm missing for sure. I just think we really need to look at how things are sold within the game before we even try to say the economy is dead. People can't find what they are looking for currently so they just give up and make it their self.
  9. Only been playing for about five months and it's fairly obvious I'll most likely never buy anything in game since the process is fairly painful. Arkonick has hit the nail squarely on the head here. Currently if I was interested in buying or selling my options are reading forum posts outside the game or posting/reading the trade chat. I fairly certain I'm not the only one that think's this is a terrible way to implement an in game economy based on getting buyer and sellers together. If there was a way to tie all the in game merchant's per server together people would actually be able to see what's for sale on the server. Transactions between servers would need to be addressed as well. Then there has to be a way to improve selling/buying of bulk items. Either way right now all we have is a mess of wtb and wts forum posts or in game chat messages that doesn't work anymore.
  10. That's indeed what I hoped to get across in my ramblings. In my mind until it becomes easier to see whats out there for sale of what others are trying to buy we're just peeing in the wind here.
  11. Haven't been playing all that long but in my short amount it's easy to see how the game economy could become a mess. One thing that jumps right out at me from a player's perspective is the method of finding what your looking for. There's a couple of ways that I've seen to find the item I'm looking for. You have the wtb & wts sale forum, the in game trade chat and some merchant stalls scattered around. All three of these seem very poor at brings buys and sellers together. Most other MMO's have implemented an auction house of some fashion. With Wurm this could be done with a twist. Players that are looking to buy bulk could ride off to the market and put out a contract to be filled. This contract could include variable's like quality level, delivery required and the time required to fulfill. If someone signs on to fill the contract but fails to fulfill there end of the deal they receive a bad contractor rating. Players could also haul their load of crops, dirt, lumber to the market and list it for sale if there's no contract out there for there goods. These same markets would be where other artisans could take there good (weapons, armour..etc) for sale In all cases the market is just a way to either put out a contract or list your goods for sale. The delivery of products is still handled by the players in game unlike the auction house's in other MMO'S. I could see someone put out a contract for 1k dirt and another player signing on to fulfill the contract. But also needing to put out his own contract to facilitate the delivery. I know this can all be done within the game. But currently the economy in the game is so fractured since it relies on forum posts and in game chat.