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Market Force – Way to Stabilized Price

economy price

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#1 actionjack

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Posted 09 October 2012 - 03:08 AM

Market Force – Way to Stabilized Price

In observing the Trade Post, could see that many of the prices on items, especially crafting materials, have gone down dramatically.  Could draw the logic reason of this price shift as result of continues supply of goods (people start farm more), and large reduction of demand (as people got their gear and level up their crafting).  While it is the natural cycle of the market, it might be not so healthy in keeping player interest, as the reward too hook them just now seem less valuable.  There are few ways to (artificially) stabilized the price, but I would suggest a more interesting way that is more integrated into the game play.  


First for all, would suggest adding something “controversial”.  A Trade Cap.  Each player are limited to be able to trade only 50 item trades per hour.  (A trade is either buy or sell, reset each hour, not able to roll over.  50 is a suggested example number).  The reason so is to help curve possible price manipulation, as well as set a limitation on the suggestion below.  

Now, adding a NPC called Black Lion Collectors.  They appear at random spots (from remote wilderness to even sometime in town).  They don’t stay too long, usually between 15 min to 30 min.  They act as quest NPC, and will demand X Item from you.  (The item are materials and gears that can be found in TA or the usual loot, but is not like the Collector Events).  Once you bring them items, and depend on how many, you will be reward with Exp, Karma, Trader’s Level, and Trader’s Token.

Here are some more details.  The item they ask could be raw materials (like Large Claws), or crafted one (like Bronze Helm).  The reward will be different depend on how rare or how much craft it is.  Also they could ask for 10 of item, but can trade in as much as you can.  (so can trade in 3 times if you have 30 of them).  The open time is short, but they will stay longer to take in items (but only to those who talk to them, and accepted the “quest” before).  

On completion, beside some Karmas and Exp, you will be reward with Trader’s Token, which could be use to exchange for other dungeon tokens (but at greatly reduce exchange rate) or trade in for Black Lion gears (weapons, armor, town cloth), and other goodies.  

You will also be rewarded with some Black Lion Company Shares (or Trader’s Experience points)  They help you level up the Trader’s Level, which give you some more perks, like Increase the Trade Cap (so you can trade more in a hour), gain access to certain Roaming NPC merchants, sometime get the help of Black Lion Mercenaries if you see them in map, more BL nodes, gain Titles and achievements, and more.  

......

The goal is to create a gold/material sink, so there are healthy outflow for the market by inducing demands.  In exchange, player gain goods that help boost them, but are not tradable nor currency (thus keep the outflow out of the market), all the while encourage playing and exploration and communication.

#2 NavyNoob

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Posted 09 October 2012 - 03:29 AM

I certainly like the general idea of stabilizing the TP.  The collector idea may have some legs if used correctly.  Though it seems that instead of being random perhaps they could just exist in all major cities all the time.  They could then demand different items on a daily basis to deal with over supplied items.  I'm not 100% sold on the idea though at least it is an idea that could lead to other ones along the way.

#3 Quixoticism

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Posted 09 October 2012 - 04:27 AM

I think a better option would be to create new weapons and armor recipes for crafting.
Here's the kicker though. These items would be exotic quality in stats, but be crafted from different tier based resources.

Say you take 4 stacks of copper and throw them into the mystic forge. This gives you one Pressed Copper Ingot that you need to create one of these items(can apply for all tiers and mats)
So the final item could end up looking like this:
10 Pressed Copper Ingots
10 Petrified Green Wood Logs
1 inscription made of stacks of fine mats
1 Oric axe blade(or whatever type of item you want it to look like)

A way to put all the resources in the game to use and keep their prices at a value Anet wants.

Edited by Quixoticism, 09 October 2012 - 04:27 AM.


#4 actionjack

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Posted 09 October 2012 - 04:34 AM

View PostNavyNoob, on 09 October 2012 - 03:29 AM, said:

I certainly like the general idea of stabilizing the TP.  The collector idea may have some legs if used correctly.  Though it seems that instead of being random perhaps they could just exist in all major cities all the time.  They could then demand different items on a daily basis to deal with over supplied items.  I'm not 100% sold on the idea though at least it is an idea that could lead to other ones along the way.

Hmm... I somewhat agree that that idea.
If they are always in the major city (or even build into the Black Lion trade tab), I feel that could create too easy of access, making it too quick to hand out the rewards (especially those with lots gold), and burn out too quickly.  Of course, there could still be modification to this to help with it, such as a time/item trade cap, "personalized request" (item demanded be different from person to person), cost of access, or stretch out of rewards.

But I still like to see collector in the wild, as it better encourage game play.  So could see where major city have certain merchant/trade agent asking for more of the easier to get raw materials (to create a price floor), but would reward you far less, than those found in wilderness, asking for more exotic goods.  (more exotic the location, more rare the request, the shorter the time = greater the reward)

View PostQuixoticism, on 09 October 2012 - 04:27 AM, said:

I think a better option would be to create new weapons and armor recipes for crafting.
Here's the kicker though. These items would be exotic quality in stats, but be crafted from different tier based resources.

Say you take 4 stacks of copper and throw them into the mystic forge. This gives you one Pressed Copper Ingot that you need to create one of these items(can apply for all tiers and mats)
So the final item could end up looking like this:
10 Pressed Copper Ingots
10 Petrified Green Wood Logs
1 inscription made of stacks of fine mats
1 Oric axe blade(or whatever type of item you want it to look like)

A way to put all the resources in the game to use and keep their prices at a value Anet wants.

Interesting ideas too.  However, feel that by it self is not enough.  Once player got a weapon skin-look they like (like dungeon gear or such), I feel there are less reason they would need to get more.  While I certainly could see more weapons / armor crafting in the future, I think it need to add some better incentive for player to collect more weapons.  (personal armory and display case and armor rack and show off options are some of the idea along that line)

#5 Valkaire

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Posted 09 October 2012 - 05:24 AM

I don't like the idea of more gold sinks, there's a good number of those already (not too much, but not too little either). As for overabundance of materials they did step in and create new, limited time mystic forge recipes for some of the materials that had too much supply and too little demand. It's very likely that this will happen again as they do take an active interest in making sure that the economy stays reasonably stable (look at their response to the monopolization of dusk and other legendary precursors).





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