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  1. Wurm has always needed a true trading system. It allready has the vast majority of infrastucture and they now have the devs to do it. So I think its time to invest some time to getting one going. Heres my opinion on what a good trading system should do. Goals 1. Foster and Support Local Economies ( Local economies should be the back bone of a good trading system. It is at this level the individual can start to make a name for themselves as a trader and where everyone begins) 1.5 Work Completely on the rules of Supply and Demand 2. Be Player Driven - not Player Dependent (Right now WURM is player dependent, that is, if the only high level weaponsmith is offline and his merchant is in BFE it can be pretty hard to find out if this person has the items your looking for on thier merchant or even where that merchant is. More often than not, one needs to catch this person online and place any orders for items you need. This type of setup is completely player dependent ie trade doesnt happen unless the right players are online at the time you need them. Even with merchants, many times these players do not stock items in bulk due to any number of reasons. Now if the player quits the game then everything goes downhill even more. Players should be able to find anything they need without a lynchpin player, while preserving an individuals ability to make a name for themselves as a well known crafter.) 3. Use Exisiting Infrastructure As Much As Possible ( the less the devs need to add to make it work the faster it will be to implement, the less complex it will be to implement, the cheaper it will be to implement, the more bang for your developer buck ie ROI) 4. Allow All Players Regardless of Skill To Participate ( This is crucial as trading should be available to all players, not a select few at very high skill levels) 5 Foster and Support Cross Server Trade ( While players can go to other servers to buy goods, there are rarely any cases where this becomes feasable. This should be a daily occurance with large profit margins.) 6. Integrate PvE with PvP ( Right now WURM has a HUGE divide between the PvE and PvP playerbases. Everyone that reads the forums can attest to this, the threads are everywhere. Neither shall the two meet without some type of eventual conflict. Trade should be used to bridge that gap. It should allow a way for everyone to participate in pvp, even if only indirectly as well as pvp should be buying tons of resources from the safer lands providing a good profit for the PvE'ers. ) So what would such a system look like in Wurm? A few rules of the thread 1. If you dont like the concept just say so, no need to explain why, just say so, no need to make up stuff to support your position.( If you cant prove it, then dont post it) 2. Feel free to post an alternative way that you think it should be built. Add goals as you see fit - but take none away. First you have to have something to trade. Any item that has value to another player clearly can and should be traded. So In WURM we have an enormous amount of items that can be traded but for purposes of this thread im going to stick mainly with bulk items, food, building materials ect ect ect. The Trading Post This would need to be a critical piece of infrastructure and should be preplaced by devs and marked on the map. Players do not create them nor can they buy and place them. They are the place where trade takes place, they are stable and always available. They represent a trade hub of a local economy. Players that have deeds within its "area of influence" aka (AOI) have an icon that they can click on to open up the trading post. Within the trading post window one would see all the goods people have listed for sale, the names of the people that have them for sale, and its all local. If you do not own a deed OR are not a villager of said deed, within the area of influence of the Trading Post you may not place items for sale, but you may buy those items. (More on this later) will be charged an import tax on top of your sale price. The tax will be a variable % determined by players in the AOI of the trading post ranging from say 0 to 10% as an example. Taxes from the sale of imports are held in the Trading Post and can be used to buy policies(buffs) that affect the deeds located within the local Trading Posts AOI. Selling Your Goods Selling starts with packaging.In this example im going to use a packaging item called a Packaging Crate or PC for short. PC's are nothing more than regular small and large crates that have been stamped as a PC. So we would need an option to Stamp a crate to make it a packaging crate. It may not even be nessisary to use this concept and just sell using normal crates, but im going to put it in for now. Items in the packaging crate cannot be used untill they are unloaded into some other container. They can however be instantly resold without having to transfer the items to a different PC. Once you get your goods packaged, you then must transport them to the Trading Post. To sell them just ride right up in whatever vehicle your using and click on the Trading Post to make sure it is the active target, Open whatever inventory your goods are located in and select the PC you wish to add. Enter in the price you want to sell it for and your done. The PC is loaded into the trading Posts inventory and listed on the market. If the item is sold you will recieve your money via current mail system. All Trading Posts should have a mailbox so you can use it as a mailbox as well. How to Buy Goods, Browse Goods, and Check Availability of Goods A new piece of infrastructure is needed at this time to facitate trade. We need a Window we can open that allows us to browse our local markets, server markets and global markets. When it first opens we should see a listing of all the items on our local market, the prices and amount for sale as well as quality of said items. There could be any other related data such as name of creator or any other type of information that may be useful. At the bottom we would have a search button and the ability to pick between local only server wide and globally. We have allready seached by local market by simply opening the market screen and have all the normal functions of searching a list of objects / items (Sort by). If we tick the Local Server option we increase our search range to all local markets on the current server. Items listed will have the name of the Local trading post listed. then if we want to increase our search range we can instead tick Global. Which searches all the markets in the game that are accessible by you. Ie if your in freedom you cant search the PVP servers except chaos because you can get there with some way of transporting goods. Assuming you have found the goods you are looking for you then need to purchase them. Purchasing can be done remotely through your market screen and your items will be at the Trading post you purchased them from. You have say....two weeks... to pick them up and if you do not pick them up they are destroyed and cannot ever be picked up. If you were selling an item and it was sold the money will be delivered via the current mail system. All trading posts should have a high QL High Cast mailbox so you could use thiers if you dont have your own. When you pick up the items you simply pull up next to the trading post in whatever transport vehicle your using, click on the trading post and "Recieve Items". Those PC's will be placed on the ground in front of you, ready to be loaded into your ship or wagon or cart or whatever. Now we need a tad bit more infrastructure in the form of a new skill called , what else but , "Trading". You gain points in this skill as you perform trading actions. Any number of things can be considered trading actions but for now and for this example its enough to say well need it. The trading skill controls how many slots you have available to sell your wares in. The higher the trading skill the higher the number of slots available.For this example im going to say that every 10 points you get 1 extra slot and everyone starts with a single slot so that its possible to have 1 to 11 slots. If you fill a PC with max items, say 300 as in a large crate that gives a lot of items one can have on the market at one time. Its a super simplified way to do it, but for now itll work. Buy Orders Players should also be able to place buy orders on the trading post for items they wish to purchace. Example (im just going to basicly use the way EVE does it because I know it works) You open up your trading post window, click a buy order tab and switch to the buy order window. You are presented with all the players buy orders that are local. Again as before you can increase the range to server wide or global. You have a button that says PLACE BUY ORDER. If you clcik this you can put in what you want to buy. IE lets say 10000 mortar. You then put in the item and amount you want to buy, the price at which you are buying and the minimum QL you will accept. After putting in your infoprmation you can push a button that says PLACE ORDER. When you place an order all the money needed to buy it is taken from your bank account and held for distribution to pay for the items. If you want to fill a buy order, say the 10000 mortar, it can be done all at once or piecemeal. If you have 5000 mortar you navigate to the buy orders window (note you must be at the location where the buy order is listed. ie if the buy order is at Trading post x you must be at trading post x to fill it.) Right click the buy order you wish to fill and the the PC's are taken from whatever inventory its held in and placed into the Trading Post and you are paid. As a variant Posted by Othob Example: Trade Depot A has 1000 bricks at 9i each and 5000 more at 10i. Trade depot B has buy orders for 500 bricks at 9i and 5000 at 10i. A player moves enough "cargo" from A to B for 1000 bricks (priced 9i) to move. the order for 500@9 is filled, and the order for 5000@10 buys the remaining 500@9. the player makes another trip and can move 5x as many cargoes this time. 4500 bricks move to fill the last buy order (4500@10) and the remaining cargo (worth 500 bricks) is either lost or is 'saved' to instantly fill the next orders. Now that there is nothing more bought at B sold at A, B will no longer pay for cargo from A. Another player was too slow and has a stack of cargo from A. He could move on and try to sell it at C if he wanted. If he doesn't find a buyer, the cargo will decay away. So now we have a base infrastructure We have a way to see everything thats available locally, server wide and globally. We can purchase those items and do not have all the extra logistics involved of is the player online, are they going to be online when I arrive, what happens if I cant make it there in x amount of time. Your items are instantly available and ready for pickup at your leisure. Items that are sold can be done so while the seller is offline and no one is completely dependent on who is online at any given time. We have permanent places of trade, not dependent on players, but highly player driven. These trading posts will always be avaiable and always have the same location. Stability for planning. We have only created 2 things that must be developed - A super mailbox (Trading Post), and a way to package bulk items. and yet now have an infrastructure that can be built upon to facilitate a good trading system. A special note on AOI AOI can be as easy as saying -when you place your deed the closest Trading post will be your Local trading post. If you happen to place your deed token the same distance from 2 Trading Posts then youll get a choice between the two. Again this is determined at deed placement. Fleshing Out Trade (Input Output) A trade system works by supply and demand. If supply is too high and demand is low prices drop, If supply is low and demand is high prices go up. A standard price for everything is what we have now, and I must say I hate it with an unbridled passion. Prices should always fluctuate given supply and demand. Since WURM has no such concept in play we have an oversupply of nearly everything. So it falls to reason that in order to have a properly functioning trade system you need to be able to affect both supply and demand of bulk items. We have lots of ways raw materials and processed /crafted items are put into existence, what we dont have are enough ways to take them out of the system. IM going to categorize some things here just for the ease of discussion. Raw Goods - Raw Unsmelted Ores, Logs, Felled Trees, Sprouts, Clay, Sand, Dirt, ect ect ect Construction Materials -Stone Bricks, Planks, Nails, Shingles, ect ect ect Farmed Goods - Crops, Meat, Juices, ect ect ect. Raw goods are greatly in oversupply and need to be a lot more limited in volume. Because there are so many different types of Raw Goods one sink wont fit them all so there will need to be several sinks in order to keep things balanced. Construction Materials I think are fine for an initial implementation of a trade system as its the closest thing in WURM working under the supply and demad rules. So those should be fine for the initial implementation. Farmed goods need tons of work and the area which I will offer the most as far as what I think needs to be done. Farmed Goods need to have a lot more meaning than what they have now. Thier only real use is to feed priests. You can forage for enough to feed yourself and any animals you have may require a bit of farming to feed them just depends. SO they really have little to no meaning. This needs to be changed. IM going to go with some rather large changes as thats whatI think would be needed to balance everything out. The WInter Every winter a random check is made on every server and this could result in 3 things. Mild Winter (Crop growth Bonus, low chance of animal death) Avg Winter (no crop bonuses or nerfs) Harsh Winter ( 75% less yield to all farmed tiles. Animals have a very high chance of dying. They need x 4 the normal amount of special feed.) Only certain crops grow during the winter, Winter wheat, Winter squash are the first 2 that come to mind. But i certainly wouldnt go for more than 3 or perhaps 4 tops crops that could grow in the winter. Single Season Plant in the spring harvest in the fall - self explanatory and really whallops the amount of farmed goods one can have. Foraging is not possible during the winter (Removed as too issue laden for new players) Wurmians consume twice to 4 times as much during the winter. IE when you do eat you go through the meals very very fast regardless of QL. (Removed as too ineffeicient as a sink) Animals must be fed a special feed in the winter to help them live through it. This feed is a high concentration of a number of farmed grains and vegetables that can be stockpiled over the regular growing season, then crafted into the animal feed. If animals are not fed this feed they have a high chance of freezing to death during the winter season. Disease - starting in spring and running through fall every WURM Month your Local Trading Posts AOI is checked for disease. If your area is hit with a disease all crops produce only 25% to 50% of thier normal yield with a 0 result possible for all surviving tiles. A minimum 75% of all farmed tiles will instantly be turned to weeds.It is possible to have a 100% loss of your farmed tiles. Immediately removing the weeds and harvesting whatever is left will be your best bet as if you do not harvest the disease will rapidly spread to other tiles turning them to weeds. Keeping your farmed tiles raked and in good shape should count as a modifier to disease prevention. Special Note -Disease lasts the entire month it hits so any crops planted may be diseased during this time. The goal here is to ensure that there will be lean times. Food should be scarce and you should have to other areas to purchace goods. If multiple areas of your server have been hit with disease adn followed by a harsh winter it will be required that you need to go to another server to get the food stocks you need. Hard times are hard times. Stockpiles may get you though some of the lean times, but they dont last long and must be constantly restocked. Now once something along those lines are in you will start to have a good market for farmed goods that encourages server wide and cross server trade for those goods. If setup correctly one should also be able to barter just as well as buy the needed goods. There are a lot of sinks there and with proper balance it should be able to take out of the system just as much as can be put in. Trade Guilds An optional addition would be to tie in the voting system to make a local trade guild. Once you reach say 80 skill in Trading you are allowed to vote in the trade guild on policies that would affect your local area trade. If you are the mayor of a deed then you can vote in the Local Trade Guild on policies that would affect all deeds in the local trading posts AOI. For instance You could vote to allow people from other tradingposts AOI to sell items in your local AOI and add an import tax to everything they sell. You could vote to install a monopoly on an item, say Stone Bricks. What this would do is auto set the price for stone bricks for everyone that sells them in your local Trading Post. Maybe you could vote to install an export tax for locals that sell thier goods elsewhere, so that when it is sold that tax is either eaten up By CC or distributed back into the local system. there are all kinds of possibilities using policies to create very interesting trading setups. Taxes gained through policies are available to the trade guild to purchase buffs that affect all deeds in the local AOI. They last 3 months and must be voted in and funded using taxes gained through trade. Funding must be voted in and applied every 3 months or the buff is removed. Part 2 Inc.