Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Suggestion: Player Pricing
I am not sure how to bring this about and also unkown about if they have discusses this before. But here goes.
Will players be able to put their own cost for services? Including but not limited to: Crafting, Producing, Gathering, and also Bodyguarding. Since I heard you can be hired on as a bodyguard I delved into Mercenarism? I thought hey what about this?
Player based reputation from deeds, services and goods.
John Doe has a 87% success rate with bodyguarding a caravan, can he charge more for his skills than Jane Doe at 52%?
Player Cost for Player Quality. Ya?
I'd appreciate any feedback you guys can give me
Will players be able to put their own cost for services? Including but not limited to: Crafting, Producing, Gathering, and also Bodyguarding. Since I heard you can be hired on as a bodyguard I delved into Mercenarism? I thought hey what about this?
Player based reputation from deeds, services and goods.
John Doe has a 87% success rate with bodyguarding a caravan, can he charge more for his skills than Jane Doe at 52%?
Player Cost for Player Quality. Ya?
I'd appreciate any feedback you guys can give me
0
Comments
It's important to keep a free market in these MMOs. Reputation is more valuable than anything. If John Doe carries 87% of his caravans to safety, but Jane Doe only carries 52% to safety, John can safely charge more for services. If Jane, being the n00b that she is, charges more than John despite not being as good, she will not get hired until she lowers her prices.
It's self-regulating, and requires little to no oversight. If the devs mandate a certain amount of money be paid, then they have to keep an eye on the economy balance at all times. Too many guards for the population? lower the amount of money that needs to be paid. Too few guards? raise the money. Economy booming? raise! Economy enters depression? lower!
That's just too much work to do to provide economic oversight to the entire world. Not even the USA can do it (OoooOooohhhh, topical!)
Or somesystem like that. Cause when there is a caravan people that are close get a notification if they want to defend it, leave it or personnaly attack it.
Let me say right off that I want a free market where players control pricing. However I am also a player who takes the time to manipulate the market to make money. I should be guarded against. I am being completely honest here and while it may be crappy in your eyes there is nothing I do or have done in game that breaks TOS.
It’s actually rather simple. I identify high end materials, purchase them and resell them at a marked up price. You’re probably thinking no big deal right? The issue is scale, meaning if it’s possible to corner the market on a material I’ve created a monopoly. I’ve done this in other games, and while I was by no means the only person doing it I was able to create enormous in game wealth.
Anyone can do this, the problem is its tedious and requires a large part of your game time watching auctions houses. Additionally it requires research and understanding of market fluctuations. As an example, any older ESO players out there? Remember after beta how much the racial crafting tombs were selling for? Thousands, today? You can get them in some cases under 100 gold.
All MMO’s I’ve been in have high end mats needed to craft or enhance end game gear. From sockets, to gems, to symbols to tempers you name there is always a “gold item” for the premium market. If that occurs in this game I will set up a guild that focuses on the supply of high end mats. We will be the wealthiest guild (or close to it) and from that wealth position be able to extend the supply control model to lesser and lesser materials.
Don’t create a system that allows me to do this on a large scale. Create a supply system that has multiple avenues of supply that would render my approach time prohibitive.
But regarding my suggestions and info on the Pricing.
I want there to be systems in place so that players can charge more based on their quality and have that Q be able to be known, ya know? Like a stats window. Or a reputation board.
I want myself and others to be topic of discussion when it comes to our skills and talents, being sought after for items and services. I believe i heard them talk about it in the dev live stream on 5/5 or 5/7.
I want myself and others to become legendary.
Well said. Since I'm a casual, I never could invest enough time in any game to play the market. Though from the games I did play, it was always some sort of Cash-grab-RNG-box-P2W that ruined the market, deflated the price rapidly because of the influx of material, followed by someone monopolizing the cheap goods and reselling it back on the market for 2-3x the price.
[/quote]
Look, what I understand of the economy so far is that it's, first of all, local. So it's already extremely hard to get a worldwide monopoly and keep every market in check.
Second, goods and materials need to be transported. So there will be a perpetual risk of bandits attacks.
Third, if you and your guild somehow do end up gaming the system and have a monopoly on high value items, the competion might decide to ask other guilds who specialize in combat to lay siege on the city/metropolis you are based in.
So as you can see, this game can perfecly work with 100% set player pricing.