Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Suggestion: Dynamic supply/demand NPC pricing on caravan goods
NPC pricing on caravan goods could be based on supply/demand. IE You're in Sunhaven, and there's a bulletin board up with the current NPC buying price for all Sunhaven goods (all rarities have their own supply/demand) in all other nodes. Then you can decide what type of caravan is best suited for the optimal mix of mats & destination, and this will vary every time due to dynamic pricing.
The more a route is ran in a given amount of time, the less the arriving NPC pays for it (IE, if Halcyon recently bought a lot of Sunhaven pottery, they won't pay much for it for a while). This also has the side-benefit of disincentivizing zergs to all run the same thing at the same time. Inversely, the less a good is sold, the higher the price paid. This would make never-ran routes much more profitable until supply fulfills the demand.
This system would make the map much more dynamic instead of having the same spammable "optimal" routes printing money, and also give the devs a way to tune in the dial on this gold faucet.
The more a route is ran in a given amount of time, the less the arriving NPC pays for it (IE, if Halcyon recently bought a lot of Sunhaven pottery, they won't pay much for it for a while). This also has the side-benefit of disincentivizing zergs to all run the same thing at the same time. Inversely, the less a good is sold, the higher the price paid. This would make never-ran routes much more profitable until supply fulfills the demand.
This system would make the map much more dynamic instead of having the same spammable "optimal" routes printing money, and also give the devs a way to tune in the dial on this gold faucet.
0
Comments
The above suggestion is supposed to be part of the game, along with a lot of other things we just haven't seen implemented yet, most of which you can see in that link from the wiki.