DeletedUser6248
Proposal :-
My idea is to improve the overall trading feature in general.
Have you checked the forums for the same or similar idea ?
Just sifted through briefly, but I am pretty sure I have not found any post similar to this one. My apologies if someone else has mentioned about this idea earlier.
Reason :-
The main idea behind this suggestion is making the trading interface more efficient, every player is overjoyed when features that, infact, reduce their productive time in-game being gone into waste are implemented.
Details :-
So this is how it goes, I have noticed that while trading you can not put offers in the market with a trade ratio higher than 2 and less than 0.5, I obviously understand that this is a F2P game and this step has been taken to prevent people exploiting neighbourhoods by dual logging on multiple accounts but its adverse effects have never been shed light upon as far as I see the whole situation.
I see people offering 10 stone for let's say 5 wires. Now who in their rightful minds will accept that offer ? Afterall it does cost 32 times more to produce a batch of wires when compared to stone. If anything, and my math is right, 160 stones for 5 wires (32*5), THAT is a fair offer. But under the current circumstances that is not possible. NOTE : I am not taking into account the cost of a forge point, if any.
I have experienced this because I am one of those people who prefer to "negotiate" far more often than fighting to win the provinces, and also because I have 6 talc cutters only (I started practicing and testing how specialization works for me :cool, I produce about a 180 talc daily, offer it into the market for 1:1 for Tier5 resources (basalt, gunpowder, silk and brass) while I offer talc on 2:1 in market for Tier4 resources (rope, brick, salt, dried herbs and glass). When I have ample Tier4 resources, I go down the ladder offering resources at a 2:1 at a time, which is and awful waste of time. What I am asking is are actually two things :-
1. Your system should take into account which resources are being traded for which rather than just simply setting up one range. For example just like the case scenario I mentioned above about stones and wires, instead of a maximum ratio of 2:1, it should be a maximum of 32:1. If you want, let's say iron(T2) for salt(T4), it should be not higher than 4:1. While if you want granite(T3) for copper(T3), the maximum allowed ratio should not be higher than 1:1. This perfectly eliminates any possibility of dual loggers exploiting.
2. For the love of God, introduce a feature whereby you can make several stacks of one offer and let it float on the market, just like in World of Warcraft.
Your game is a beaut, just polish out all the rough ends and make it even better. The developers are doing a great job as it is. Cheers.
My idea is to improve the overall trading feature in general.
Have you checked the forums for the same or similar idea ?
Just sifted through briefly, but I am pretty sure I have not found any post similar to this one. My apologies if someone else has mentioned about this idea earlier.
Reason :-
The main idea behind this suggestion is making the trading interface more efficient, every player is overjoyed when features that, infact, reduce their productive time in-game being gone into waste are implemented.
Details :-
So this is how it goes, I have noticed that while trading you can not put offers in the market with a trade ratio higher than 2 and less than 0.5, I obviously understand that this is a F2P game and this step has been taken to prevent people exploiting neighbourhoods by dual logging on multiple accounts but its adverse effects have never been shed light upon as far as I see the whole situation.
I see people offering 10 stone for let's say 5 wires. Now who in their rightful minds will accept that offer ? Afterall it does cost 32 times more to produce a batch of wires when compared to stone. If anything, and my math is right, 160 stones for 5 wires (32*5), THAT is a fair offer. But under the current circumstances that is not possible. NOTE : I am not taking into account the cost of a forge point, if any.
I have experienced this because I am one of those people who prefer to "negotiate" far more often than fighting to win the provinces, and also because I have 6 talc cutters only (I started practicing and testing how specialization works for me :cool, I produce about a 180 talc daily, offer it into the market for 1:1 for Tier5 resources (basalt, gunpowder, silk and brass) while I offer talc on 2:1 in market for Tier4 resources (rope, brick, salt, dried herbs and glass). When I have ample Tier4 resources, I go down the ladder offering resources at a 2:1 at a time, which is and awful waste of time. What I am asking is are actually two things :-
1. Your system should take into account which resources are being traded for which rather than just simply setting up one range. For example just like the case scenario I mentioned above about stones and wires, instead of a maximum ratio of 2:1, it should be a maximum of 32:1. If you want, let's say iron(T2) for salt(T4), it should be not higher than 4:1. While if you want granite(T3) for copper(T3), the maximum allowed ratio should not be higher than 1:1. This perfectly eliminates any possibility of dual loggers exploiting.
2. For the love of God, introduce a feature whereby you can make several stacks of one offer and let it float on the market, just like in World of Warcraft.
Your game is a beaut, just polish out all the rough ends and make it even better. The developers are doing a great job as it is. Cheers.
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