Othob Rithol

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Everything posted by Othob Rithol

  1. I can't help but like this idea. A lot of the talk about lack of realism fails to take into consideration the magical way money appears on traders and the existence of a magical postal system. Some issues: Time to delivery as well as delivery cost should be implemented as suggested above. At the extreme a long distance trade should cost an extra 40%-50% (to the buyer) as well as take a week (real time) to complete. This helps shield local producers from the ravages of globalization. Merchants should still sell items directly at their location at the listed price. You can get a good deal and get the item instantly if you actually go to the merchant. One global economy seems unlikely and unrealistic. MR and JK would not directly trade to one another. However, the two "colonies" on Wild would likely trade with their parent home servers with a sizable penalty in time and cost (above the normal distance penalties) for crossing the server boundary. This penalty insures that wild ore continues to be most profitable if you actually transport the stuff to home. It also creates a potentially profitable profession for smugglers - running goods physically between the two kingdom's respective trade networks. To make the agricultural/food aspects fair I'd suggest that both prepared food and plants have their decay time reduced. In addition, they should continue to decay while on the market as well as during any delivery delay. This should limit the amount of farming products on the market at one time.(Seriously, I have a meal in my house that is 2 rl weeks old and still edible. That is what...a month and a half in wurm time?) One of the big aspects that has been ignored in this discussion is the potential to be an actual merchant! Assuming there is an distance based transport cost, a merchant could make some profit by transporting local goods from a trader where there is high local supply, to a merchant in a location where there is lower local supply, potentially earning great profits. Edit: Also if this were to happen, we'd need to be able to relocate traders to other locations within the deed. Edited about 7 times for typos
  2. Relying solely on altars prevents new players from helping clean up. I personally like the "doesn't damage, just erases" version, but I'd have the timer be much faster (5-10 mins) with the capability to remove the items if you suddenly remember that was your last pickaxe. Also by the same token, size/weight limits should be non-existent. I can't really think of an exploit gained by storing an unfinished altar or small sailboat in a barrel for at most 10 minutes. As far as raiding exploits are concerned, I can't say (I'm a noob and have not been to Wild). However, I seriously doubt that the Wild Server is responsible for the bulk of excess items prompting this decay tweaking. It's JK Home no doubt. So why not implement the trash bins only on home servers, where all wars are consensual (and therefore ROE can be agreed upon).