^ cool story bro. I’m sure most mmorpg have a TP and no one is complaining about the merchant there.
Most (all?) MMORPGs don’t have a forum for talking about their economy. ArenaNet is quite different in that they are willing to actually talk about this topic, whereas other games simply delete those posts.
EDIT: Yes, the moral of the story is that the TP is a tool that you can use to build the things you want. The tool is available to everyone.
Here is another moral for the story. GW2 has a massive unregulated market, something unseen in “most games” so to suggest some regulation isn’t an outrageous proposal. Putting in a check and balance system on buy and sell orders would seemingly keep the market moving smoothly and reduce the price spikes seen in certain markets, bringing fair and balanced practices for everyone.
It really, in all fairness, doesn’t matter if marketeers are ruining the economy or not. It doesn’t matter that they are earning shiny goods faster, forget those arguments. Let’s just talk about how we can regulate the market prices to be smoother, where prices don’t skyrocket in a day or an hour and the average player eats that spike. Lets talk about it in a way that improves the market for everyone.
Regulating buy and sell orders wont help negating price spikes. The usage of bolts of silk for ascended crafting was limited to 100 per account per day, the spike came nonetheless.
As soon as you limit buy and sell orders, the market loses alot of velocity and price spikes will actually be higher and take more time to get back into equilibrium.How about we do a little theory crafting? Maybe we can point out some flaws in the system, which may or may not be glaring problems. I don’t have a bunch of time to sit down and run the numbers, but on the surface it seems like a logical suggestion. Here is the breakdown.
Problem: The market prices can be anything. Super high sell orders on wood (lets say) can and do on occasion get reached in the same way super low buy orders can and do get reached. This “price gouging for maximum profit” gets passed on to the un-knowledgeable consumer.
Solution: Limit the range in which buy and sell orders can be placed (tossing out a number here, say 35%). Once an established sell order is made, the buy and sell prices can’t move out of that 35% range (70% margin between buy and sell). As sales increase in price the target moves with it.
Example: A new item hits the market a bunch of players put in that dropped item into the market at all sorts of prices (we’ll say a range between 100g and 5g). Obviously the low sell offer will establish our range, kicking back all the sell orders beyond that range. Buy orders get put in too now, but we have an established target, they cannot be placed below 35%, nor can sell offers be placed higher than 35%. As new sell and buy prices get established that target fluctuates, which allows for increase and decreases in price, but not spiked prices beyond that range.
Now, in my mind, i envision it how the target price for gems works now. If i place an exchange offer, wait a few minutes, the price moves and i cannot make the exchange. So i know at least the system is capable (coded enough) to a least factor in that ability in tracking. Obviously, i’m not doing the math here, it could be 25% or 20% or 50%….
I dont see, how this would stop price spikes. Price spikes are usually caused by high demand and all your suggestion would do is concentrate sell listings around the actual price. But once the supply on the tp is used up, it wouldnt prevent the price to rise.
If your system was in place and wood costs 1s on average, so the minimum buy order i can put in is 65c and the highest price i can list it is 1.35s.
Now i am buying up wood because i think in a month or 2, wood will be in demand and will be worth 2s. Right now i have the possibility to post it at 2s, making it available supply for everybody. If i cant post it at 2s, i just hold on to it and wait until the price rises. Once it does, you wont have many listings between 1.35s and 2s and beyond to prevent an even higher price spike.
why not just take away buy order system. If you want to buy something go buy from the cheapest item on the trading post. That’s what most game uses.
And don’t start telling me about convenient. If you undercut by 20% to the usual price, I’m sure it’ll get sold instantly.