Yeah, we don't need a new class every 2 weeks, please stop already and adjust the economy. There are so many things in the game that are COMPLETELY worthless and a waste of time. Prices are completely off-whack because you haven't adjusted the market caps on stuff for like years, which leads to 9405839058340958349053 POs on huge numbers of items simply because gathering/producing said items is pointless because you LOSE MONEY BY DOING SO.
Alchemy? Waste of time. Trading? Waste of time. Bartering? You're gonna have to spend a year doing it before you make profit on the investment you need to make in a pimped out ship and even then, the money you make is a pittance compared to grinding even half-decent spots.
Why do you think there are a hundred thousand pre-orders for strawberries? Because they sell for 500 silver each. 500! Do you have any idea how long you have to farm them or gather from a node to get a MILLION strawberries? Which is the same amount of silver as you can make in 2-3 HOURS with the new starter gear? And tat's just one exmaple.
A controlled economy like this is great to fight inflation, but you have to keep updating prices all the time when or you end up where we are now. We have prices on items form the time you made 50mil per hour in a game where you can make 10 times that.
A large number of workers used to be an integral part of making money on the side. Now it's a pittance and barely even worth it anymore.
Nobody care about Fruits, vegetable and plants, mushroom(except rare one) from player.
this lady and Kaia from calpheon biblio sell everything player need. big prices are not a problem because you can quickly buy 1 million. the loss of time in the central market for such a large amount at lower price is not worth it.
The trading rework is going to happen eventually. giving life to certain materials. like bartering managed to do.
each team (one person alone in some cases( For the composer by exemple we know that only 1 person work on this aspect) has their part of the specifications.
Stopping class development will not speed up the development of other departments.
and by experience in the last 5 years we understand that changes with PA must be slow.
No veteran wants to relive the spring of 2018. When Pearls Abyss changes their mind from week to another.
Nobody care about Fruits, vegetable and plants, mushroom(except rare one) from player.
this lady and Kaia from calpheon biblio sell everything player need. big prices are not a problem because you can quickly buy 1 million. the loss of time in the central market for such a large amount at lower price is not worth it.
The trading rework is going to happen eventually. giving life to certain materials. like bartering managed to do.
each team (one person alone in some cases( For the composer by exemple we know that only 1 person work on this aspect) has their part of the specifications.
Stopping class development will not speed up the development of other departments.
and by experience in the last 5 years we understand that changes with PA must be slow.
No veteran wants to relive the spring of 2018. When Pearls Abyss changes their mind from week to another.
It's not just those things. Most metals are worthless since crafting is worthless.
Wouldn't it make sense to allow the market to increase and decrease price ranges based on demand? I understand how the system is now, but in my small brain, it would make sense to allow prices to rise on something like strawberries.
The majority of the orders on the market place, as of this post, are for 585 silver. There are 67,366 orders.
Here is the current buy order range for strawberries:
585 <- 67366 orders
580
575
570
565
560
555
550 <- 1160 orders
545 <- 7500 orders
There is a lot more buy orders for 585 silver than any other value, so couldn't the entire range of pricing for something such as strawberries be allowed to increase?
Example: Make the average buy order (probably somewhere around 580 because of outlier orders at the 545-550 range, but I'll say 585 for simplicity) be the middle of the range of what you can place buy orders on. Instead of the above range of possible orders, it'd then be:
605
600
595
590
585 <- Range gets centered on the average-ish buy orders that are here
580
575
570
565 <- Lower buy orders get rolled up to the lowest possible buy order after the price change
The value of things like strawberries would gradually increase based on player demand. It wouldn't be instant, but it would allow the value to creep up as demand gets higher.
I'm not totally certain if a system like this isn't already implimented, but just doesn't update often.
The only thing I haven't figured out yet is how to keep people from abusing this system.
For example, I come across an item with zero buy/sell orders, and I place a buy order for the minimum value possible. This then drops the value range of that item, and the range now is centered on my (previously) lowest buy order. I could abuse this buy retracting my order and placing it again, rinse and repeat for an item valued at 1 silver.
All together, it might be a less than ideal system, but I'm sure some checks could be put in place to prevent abuse.
Wouldn't it make sense to allow the market to increase and decrease price ranges based on demand? I understand how the system is now, but in my small brain, it would make sense to allow prices to rise on something like strawberries.
The majority of the orders on the market place, as of this post, are for 585 silver. There are 67,366 orders.
Here is the current buy order range for strawberries:
585 <- 67366 orders
580
575
570
565
560
555
550 <- 1160 orders
545 <- 7500 orders
There is a lot more buy orders for 585 silver than any other value, so couldn't the entire range of pricing for something such as strawberries be allowed to increase?
Example: Make the average buy order (probably somewhere around 580 because of outlier orders at the 545-550 range, but I'll say 585 for simplicity) be the middle of the range of what you can place buy orders on. Instead of the above range of possible orders, it'd then be:
605
600
595
590
585 <- Range gets centered on the average-ish buy orders that are here
580
575
570
565 <- Lower buy orders get rolled up to the lowest possible buy order after the price change
The value of things like strawberries would gradually increase based on player demand. It wouldn't be instant, but it would allow the value to creep up as demand gets higher.
I'm not totally certain if a system like this isn't already implimented, but just doesn't update often.
The only thing I haven't figured out yet is how to keep people from abusing this system.
For example, I come across an item with zero buy/sell orders, and I place a buy order for the minimum value possible. This then drops the value range of that item, and the range now is centered on my (previously) lowest buy order. I could abuse this buy retracting my order and placing it again, rinse and repeat for an item valued at 1 silver.
All together, it might be a less than ideal system, but I'm sure some checks could be put in place to prevent abuse.
Our market already follows the law of supply and demand, what is needed is an update on price caps.
About OP, you're aware that devs who are in charge of classes and combat aren't the same as the ones who maintain the economy, right?
I meant a more dynamic system that wasn't necissarily capped, and the price range of possible buy orders could move up or down based on demand, not the static system we have now.
I meant a more dynamic system that wasn't necissarily capped, and the price range of possible buy orders could move up or down based on demand, not the static system we have now.
Current system is not static. When the average price of an item varies, caps thus ranges vary accordingly. Necessity of caps has been clearly demonstrated by decades of failed free markets in MMOs. One shortcoming of caps however is their need to be maintained properly in order to avoid oversupply or shortage happening too frequently.
Welcome in the socialist economy comrade, hope enjoy your stay...
I meant a more dynamic system that wasn't necissarily capped, and the price range of possible buy orders could move up or down based on demand, not the static system we have now.
The caps are there to prevent inflation, that's not the problem. The problem is that said caps havne't been updated in years while the rate at which you can get money from mobs has gone up 5-10x
When you LOSE money by doing most life-skills, there's a problem.
Welcome in the socialist economy comrade, hope enjoy your stay...
It's not a socialist economy, otherwise you would get the same amount of money regardless of what mobs you killed.