What type of trading system to implement?

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Which do you prefer?

Current (Player to Player)
4
14%
Auction (Database full of items users have posted)
9
32%
Stalls (Players create their own mobile stores)
10
36%
Other (Suggestions)
5
18%
 
Total votes: 28
Dr Wahl
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What type of trading system to implement?

Post by Dr Wahl » 28 Dec 2007, 09:40

It has come to my attention that not much has been discussed about the trading system. I do not foresee the trading system we currently have being sufficient in the long run. I have suggested a few options, but would like to see what the community would like to see before any formal proposal is made.

Wiki about the Trade System: http://wiki.themanaworld.org/index.php/Trade
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ae4ji
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Post by ae4ji » 28 Dec 2007, 10:11

Please indicate why current trading system isn't sufficient.
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Post by ae4ji » 28 Dec 2007, 10:15

Does auction mean highest bid or set price?
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KiRiL
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Post by KiRiL » 28 Dec 2007, 10:42

My proposal - both variants: player-to-payer as now, and you can buy/rent shop, where you can set price for your goods...
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Rotonen
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Post by Rotonen » 28 Dec 2007, 11:02

I'm a fan of auctions.
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BadMrBox
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Post by BadMrBox » 28 Dec 2007, 12:31

I say both player to player and auction.
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Post by Modanung » 28 Dec 2007, 16:05

I'm all for PtP and Stalls
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Crush
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Post by Crush » 28 Dec 2007, 16:13

I am quite a fan of the stall system. It makes the towns populated. The problem that you have to stay logged in could be solved easily by keeping your shop open even when you log out. But when doing that some areas would become extremely crowded.

There is also another system that I've seen in a couple of games and found quite comfortable. You give your stuff to an NPC trader and set a price and the NPC offers it for you. That way you can even sell stuff while adventuring or being offline and it makes the market very transparent because you can see who sells what for how much at first glance.
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Post by Falcata » 28 Dec 2007, 16:32

I would go with all of the above systems.
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Jaxad0127
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Post by Jaxad0127 » 28 Dec 2007, 16:37

Falcata wrote:I would go with all of the above systems.
I agree. A little variety and choice would be good. Having them all available gives plenty of choice. The auction system could replace Crush's P2NPC system for off line trading/selling, leaving the stalls for online trading/selling. And P2P trading should definitely stay in the game.
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Post by Crush » 28 Dec 2007, 16:47

How about this: A managed stall system.

Every marketplace in the game has a fixed number of stalls that have to be rented from the marketplace manager. Players who are interested in owning a stall for a limited time period can decide how much rent they want to pay. The stalls go to the players who are willing to pay the most.

The manager NPC can be found near every marketplace. Players who are interested in owning a stall can deposite the rent they are willing to pay. The stalls are redistributed every week to the players who deposited the most money. Those who didn't deposite enough can reclaim their money from the manager. A list with the rents the current stall owners are paying is public so that people know the average price level.

I expect that the stall prices in popular cities will be much higher than the prices in less popular ones. It could also motivate people to share stalls with others to save rent.
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Post by Jaxad0127 » 28 Dec 2007, 16:52

Crush wrote:How about this: A managed stall system.

Every marketplace in the game has a fixed number of stalls that have to be rented from the marketplace manager. Players who are interested in owning a stall for a limited time period can decide how much rent they want to pay. The stalls go to the players who are willing to pay the most.

The manager NPC can be found near every marketplace. Players who are interested in owning a stall can deposite the rent they are willing to pay. The stalls are redistributed every week to the players who deposited the most money. Those who didn't deposite enough can reclaim their money from the manager. A list with the rents the current stall owners are paying is public so that people know the average price level.

I expect that the stall prices in popular cities will be much higher than the prices in less popular ones. It could also motivate people to share stalls with others to save rent.
Due to how expensive the stalls are and how hard it can be to get one, each stall should come with an NPC thats sells for you when you're off line so each owner gets as much out of it as possible.
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Crush
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Post by Crush » 28 Dec 2007, 17:41

Yes, that's the intention. You can offer wares in your stall even when you are offline.
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Post by Trinexx » 28 Dec 2007, 18:17

Crush wrote:There is also another system that I've seen in a couple of games and found quite comfortable. You give your stuff to an NPC trader and set a price and the NPC offers it for you. That way you can even sell stuff while adventuring or being offline and it makes the market very transparent because you can see who sells what for how much at first glance.
TMW seems to be turning into a UO clone :P
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Post by yosuhara » 29 Dec 2007, 02:30

combination of all possibilities
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