Cassini
Posts: 26
Joined: 11/30/2021 Status: offline
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In the past few days, I've come up with a list of things that still should be changed or considered for modification (since rattling off a list a mile long 2 years ago during the Beta testing). 1. Trading with increasing cost per subsequent purchase (or decreasing price with each subsequent selling) ... As is, a player may dump their entire inventory of a particular stockpile (or purchase a 'traders' entire inventory) and receive the initial price listed for each item (8 credits for the first item and 8 credits for the one thousandth). During the Beta, things were REALLY messed up till they were corrected (mostly), but there is still room for improvement. In a real market, attempting to sell a large quantity of an item at once will cause the market price to drop till enough buyers are interested in picking up the 'excess' in the marketplace. Conversely, if a buyer is attempting to purchase a large quantity of an item (beyond normal market clearing activity), the price will rise for that item until enough sellers enter the market to clear the demand. So the price for the first item purchased is NOT the same as the subsequent items purchased (when making large purchases, the price continues to rise till the buyer either gives up - or enough sellers have entered the market to meet the demand of the bulk buyer). On the way down (dumping a large, unusual quantity), the market price will continue to drop until enough buyers enter the market (at a much lower clearing price), to 'soak up' all of the excess market availability. This principle can be applied here to both reward proper planning on the player's part and to also finally reign in the 'traders' aspect of the game. Make the price listed by the trader's report be the OPENING price for either buying or selling. Then for each subsequent item purchased, the price will either rise 1% (if the player is buying) of fall 1% (if the player is selling), till the price hits 50% of the initial offer pricing by the traders - then all subsequent items sell at this clearing price. So if the initial price for buying an item starts at say 10.00 credits, the second item will sell for 10.10, the third at 10.20, the tenth at 10.94, until the 42nd item hits 15 credits then each item after that is capped at 15 credits (market circuit breaker). The software 'slider' would handle all of the calculation (of course). This would act as a STRONG incentive for a player to NOT dump their inventory of an item onto the market at once (they'll only receive slightly over half the 'market price' for their large 'dump' should they do so). The items can still be sold - but if done all in a single round by the player, they'll only receive just over half the market price per item compared to 'small' quantity transactions. Conversely, purchasing large quantities of an item during a round would cause a price rise for each subsequent item - making it prudent to either make small purchases each round to keep the price from rising too rapidly, or having to face paying a steep premium if purchasing a large quantity in a single round. If purchasing 50 items with a starting price of 10.00 under this model, the total purchase price for all 50 would be 645 credits (rounded), with an average price per item of 12.89 credits (the player has paid an 145 credit premium to conduct this transaction).
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