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| Trading, Crafting and Economy Discussions about Trading, crafting and Economy |
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#1 (permalink) |
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Junior Member
Join Date: Jul 2008
Location: Middle-of-nowhere, PA
Age: 22
Posts: 26
Rep Power: 1
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Would anyone be interested in a more player-driven in-game system to facilitate the trade between vendors, crafters, and gatherers?
Of course, it can all be done without it, but to see a trade guild, or organization of sorts, that would handle insured transactions between players would be pretty neat. There would be a tax on the use of such services, but it would help to ensure that no one gets cheated. I don't know exactly how trade will be handle in MO, but I imagine that such a system would be much like player to player trade is/was in Ultima Online, only slightly more elaborate and contextually fitting... But then I'm not quite sure how trade would be handled outside of that. Anyone care to add, comment, or bash?
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Massively Multiplayer Online Gaming took a wrong turn a long time ago. I can only hope that Mortal Online puts us all back on course.
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#2 (permalink) |
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Member
Join Date: Apr 2008
Location: Toronto, Ontario
Age: 19
Posts: 882
Rep Power: 3
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I am not sure what you are trying to say there; can you explain yourself a little bit more, or give general ideas?
I think everyone here is interested in a player run economy; EVE Online comes in as a shining example of how a well run player economy can function... |
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#3 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 44
Rep Power: 1
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If you're implying that there should be in-game mechanics that makes it more worthwhile to be a 'trader' as a profession, or having a whole organization for the purpose of trading, I've got to say that the best trade mechanics are formed by the players themselves, not some mechanic telling you what to do.
However, I do agree that it would be cool having a special guild controlling the trades, I just don't want the game to be backing it up. |
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#4 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 46
Rep Power: 1
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i believe he is talking about a third party (player not npc) to acually do the trading or a guild of traders. it would be like having acountents/stock traders. they would acually do all the trading for other players as a profession with a tax charge.
not too bad of an idea, but i don't see how that is needed or if you could trust the (player) traders. |
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#5 (permalink) |
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Junior Member
Join Date: Jul 2008
Location: Middle-of-nowhere, PA
Age: 22
Posts: 26
Rep Power: 1
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Well, third party PC or NPC faction... Doesn't really matter. I was thinking more like a system to manage incoming and outgoing requests for all things trade-related.
Crafters would put up requests for materials at any Trade post, gatherers would take requests--noting how much they intend to fulfill--and then be given a deadline. Payment would go through once the deal is fulfilled. Crafters would then negotiate a deal with the Trade guild, who would then contact any Peddlers contracting for the guild. The Peddlers would take those goods and sell them, and then hand in the money from those sales, at which point the guild would pay them commission, take it's own tax, and then return the profit to the Crafters. All parties involved would remain anonymous, and no one would be cheated. And, if the economy is in a bad shape and the MO team decided they wanted to give it a bit of a boost, they could throw in some NPC requests. Of course, this could all be circumvented by the players themselves, and is purely optional. I hope that made a bit more sense.
__________________
Massively Multiplayer Online Gaming took a wrong turn a long time ago. I can only hope that Mortal Online puts us all back on course.
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