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How to bring back merchanting.

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Well as I was waking up this morning I thought of something brilliant to allow people to merchant. Since the problem is that people can RWT by giving away free items I thought to myself what if there was something on the trade screen that enabled this.

 

 

 

My suggestion: When trading an item you specify the price you are trading it for on the first trade window. It then calculates the price the other person must put up or else trading is innefective.

 

 

 

Example:

 

1. Jimmy is selling 1k red chinchompas for 750 ea.

 

2. Jimmy trades Billy with 1k red chinchompas in his inventory.

 

3. Trade screen asks Jimmy the price at which he is selling and Jimmy types in 750.

 

4. Calculator multiplies his 1k red chinnies by 750 bringing up 750k

 

5. Billy must put up 750k in cash or items or else trade cannot go through.

 

 

 

Other rules to this system:

 

 

 

1. You are only allowed to sell items between the lowest and maximum market value. This is to prevent RWTs from selling high priced items for 1 gp each

 

 

 

2. When trading items the item price is at the average market value.

 

 

 

 

 

I can't see any problems with this. It seems like you can merchant like normal by buying at lowest price and selling at highest price and no RWT can take place. And this is much more flexible than the 3k max law.

 

 

 

What do you think?

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i like, but doesn't solve gifts and sharing drops,

 

 

 

but this is for merchant, not those sorry #-o

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Better than before I would imagine!

Merchanting isn't ruined it is easily done through the GE. That is if you know what to buy/sell.

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Proud Tip.It Moderator December 07 - October 2009
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What you explained is pretty much the GE.

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RWT can still happen. Let's say player A has an easter (5 mill) and player B (the bot) has 15 mill cash. Player A can sell his easter to B for 5.25 mill, then buy it back for 4.75 mill, netting a 500k transfer. This can be repeated multiple times.

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What you explained is pretty much the GE.

 

+ the balanced trade system.

 

Unless we completely misunderstood you...

hm...I say reset the limiters.

 

Set the same percentage of varience in trade as well as GE, but up the varience to a level that won't allow for insane growth of wealth, but steady (as long as the merchant keeps at it). Personally, I do ok with a 10-15% profit. But I'm f2p so that might be biased.

 

 

 

RWT can still happen. Let's say player A has an easter (5 mill) and player B (the bot) has 15 mill cash. Player A can sell his easter to B for 5.25 mill, then buy it back for 4.75 mill, netting a 500k transfer. This can be repeated multiple times.

 

 

 

It CAN be done, absolutely, but the process would take so long, it wouldn't be worth it, that's the whole theory behind the new system, deter the activity by diminishing growth rate. My only problem is that it's been limited to only 5-10%. 5% if buy at market price and sell at max and 10% if bought at minimum and sold at max.

 

 

 

Though, if the 15% price variance I suggested is applied, it would also increase the growth rate to 15-35%. Is that too much?

 

 

 

Anyways, I've somewhat implimented the idea already into a prototype shop. Still working out specifics and working on small scale, but it's up, and it's actually DOING something to figure out how it might work. Check it out, it's in smith/craft forum.

Oh by the way, here's how I got the numbers for the percentages (for those who want to know):

 

 

 

Initial capital: 1k

 

 

 

+5%: 1050

 

-5%: 950

 

 

 

Division: (1050 - 950) / 950 = .105 = 10.5%

 

 

 

 

 

+15%: 1150

 

-15%: 850

 

 

 

Division: (1150 - 850) / 850 = .352 = 35.2%

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