Creating a Player-Run Market, as Opposed to an NPC Market

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Creating a Player-Run Market, as Opposed to an NPC Market

Postby Casmie » Mon Jan 30, 2012 3:32 am

Hello all, I'm sorry for creating two new topics so close together, but I felt that they deserved to be in separate threads.

Now, from what I've read in the forums, a Merchant is on the to-do list. However, before this is implemented, I'd just like to throw out a suggestion.

Perhaps instead of creating an NPC market, where everything is at a set price, the game would be far more interesting if it had a player-run market.

The economy is based upon supply and demand. Say a certain weapon is in high demand, but there is little supply of it. Because of this, in a player-based market, the price would increase based upon those conditions. However, in an NPC market, there is no supply and demand, which could lead to some prices being incorrect, and before you knew it, players are all running around with some very high-end gear, as opposed to having to find it themselves.

Furthermore, player-run markets are very unique. There have been few games where I have seen them implemented, and the ones where the developers took the risk usually resulted in an incredible and unique experience.

Now, say that some items are in zero demand (such as junk). The solution would be the option to "scrap" it for a very low fee, in order to get quick cash. This would be NPC, but it would offer an alternative for faster, though lesser, cash.

Sorry, as this is not elaborated on properly. I'm rather tired, and I'll edit it should there be positive feedback. :3
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Re: Creating a Player-Run Market, as Opposed to an NPC Marke

Postby Gums » Mon Jan 30, 2012 10:27 am

We already have plans to implement a player driven market to work alongside NPC merchants, but thanks for the feedback.
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Re: Creating a Player-Run Market, as Opposed to an NPC Marke

Postby Casmie » Mon Jan 30, 2012 11:56 am

Thanks for responding, and I'm sorry if the idea was rather bland or unnecessary.
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Re: Creating a Player-Run Market, as Opposed to an NPC Marke

Postby Evangelise » Fri Feb 10, 2012 7:00 am

A player run market (musing) boy, that can go either way. I have seen a few games where this worked and a few where it has completely destroyed the game. I guess it depends on how it is set up. Like in, what items can a player sell or if players have all out control of the economy system ( I know of one game where this is a disaster ) supply and demand have caused prices of the "energy" you need to be able to play just sky rocket.
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Re: Creating a Player-Run Market, as Opposed to an NPC Marke

Postby timber101 » Tue Feb 21, 2012 11:31 pm

There are some of these type markets that get so over priced they drive almost everyone away. There is one game I play where I have been waiting for some items to reduce in price to something affordable for almost 2 years now. I have tried to get these items in other ways, but I can't be on long enough to make any real progress. Please don't let things like this happen in a player run market.
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Re: Creating a Player-Run Market, as Opposed to an NPC Marke

Postby Nord » Sun Feb 26, 2012 12:41 am

Player run markets are one of my favorite aspects of a game I enjoy learning where and how I can make money.
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Re: Creating a Player-Run Market, as Opposed to an NPC Marke

Postby Blair » Thu Mar 01, 2012 12:45 pm

Have we any idea how long away a merchant will be? I just filled my inventory up and I don't have the heart to throw away good ink...
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Re: Creating a Player-Run Market, as Opposed to an NPC Marke

Postby Gums » Thu Mar 01, 2012 7:37 pm

Blair wrote:Have we any idea how long away a merchant will be? I just filled my inventory up and I don't have the heart to throw away good ink...

It's not a top priority at the moment, so I'd just bin some stuff! :D
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Re: Creating a Player-Run Market, as Opposed to an NPC Marke

Postby Blair » Fri Mar 02, 2012 12:24 pm

NOOOOO ;p
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Re: Creating a Player-Run Market, as Opposed to an NPC Marke

Postby Gregoric » Mon Apr 30, 2012 9:01 am

How do you, devs, want the market to look like? I always wanted To see a real market with lots of player created stands with adverts everywhere or even outside the market. I mean that nowadays each MMO has just an auction house with few NPCs and the trading is automated, we don't even know the trader. On the other hand, we can just stand somewhere and shout what do we want to buy/sell or use some global trade chat and then use mail - but those are present in every game aswell. It could be alternative for those who can't afford renting a market stall yet.

I know, that would be hard to implement such system to a game, the stall area would need separate realm, and some area renting system for sellers. The area would have to be large and divided into different stuff type zones etc., etc.; but wouldn't it be original and genuine? Okay, such solution is already done in Second Life, but I've seen no fantasy MMO with similar market.

That would also force players to build their stalls attractively enough to make some people come and buy. Oh, and it could be somehow connected with the player isles. Maybe the custom stall itself could be built on those islands? Allowing players to leave trading offers active even when they are offline but making them more attractive than just single auction house with tons of offers.

Well, think it over, such market would be something new :)

Regards,
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