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Re: Economic model

Posted: Tue Oct 08, 2013 4:47 am
by sorrow
What I'm saying is you sell one item to a merchant for xx amount of gold till it hits the min price there. Now here's were the game would become unbalanced. You go to another town and sell you items there for more gold till it drops to min. So you travel town to town spewing your stuff for Max profit. By Lvl 50 you will be able to travel to all towns collecting the most gold for your items. Now you have trillions in gold but nothing to buy. Its simple inflation. By feeding the market with this item the item sell price will be at min for a long time.


Now we make it were you sell xx amount of items the price goes down everywhere (with excretions of bwm prim and remgard for they are the farthest from the trading roads) and stays the same in fallheaven vilegard nor city faygard crosslgen ect. The other 3 citys/towns have no connections to the trade routs and would need the items more then the city's that are connected to the routs.

What I'm trying to say is say your a traveling merchant. Like people were in the day. Merchants would travel from town to town buying things and selling things. With these traveling merchants in AT you sell your items to one merchant in one town by the time you reach the other town the merchant would beat you there and stock that town.

What I'm saying is I like the economic idea but the idea is very complicated to keep the Balance.

Re: Economic model

Posted: Mon Dec 09, 2013 7:45 am
by Sarumar
and then you meet merchant who says "hmm.. really nice item.. but it is too expencive.. I like to buy it... how about 10% of its market value. ". or "... ahh i have too many of those already..im can buy those, but i pay only 1% of market value"

Re: Economic model

Posted: Mon Dec 09, 2013 5:42 pm
by sorrow
Or I posted this idea on another topic I'm sure Pyro can find it. Have an ncp that tells u rumors of Monster attacks,surplus of an item, lack of another item,blockade if one town and war in another. Place said ncp in the.taverns. but in order for this to work the game needs timing. I suggest for ever 1min in rl it could be like 30 min at life

Re: Economic model

Posted: Tue Dec 10, 2013 8:38 pm
by Sarumar
sorrow wrote:Or I posted this idea on another topic I'm sure Pyro can find it. Have an ncp that tells u rumors of Monster attacks,surplus of an item, lack of another item,blockade if one town and war in another. Place said ncp in the.taverns. but in order for this to work the game needs timing. I suggest for ever 1min in rl it could be like 30 min at life
:shock: Nice idea... How about; In the realm of AT you can hear some rumours like surplus of xxx in the city of xxx and there is ranbom side quest for those player who seek "easy gold".

Re: Economic model

Posted: Thu Mar 06, 2014 4:38 am
by Flaming
Maybe there are random farmers saying

"We are in an iron shortage. We cannot craft armour and weapons now.

This might mean that weapons and Armour would be at a very high price because of low supply.

Good idea but very technical. Hard to keep the market moving.