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suggestions [2026/02/02 04:48] – [Player Economy Needs Tweaks/Reworks] unhandledsuggestions [2026/02/02 05:05] (current) – [Player Economy Needs Tweaks/Reworks] unhandled
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 If we can't have auctions, then at least I'd like see some sorts of commission-based solutions. Maybe a player wants a pair of level 50 purple Max-buffs Rabbit/Priest leather gloves and they are willing to pay 5k councils for them. So a ticket gets generated to fill that request. In order to fulfill the request, I have to pay a small fee, say, like 500 councils (or 10%), to reserve the request for one hour and then fill it by making the gear. If we can't have auctions, then at least I'd like see some sorts of commission-based solutions. Maybe a player wants a pair of level 50 purple Max-buffs Rabbit/Priest leather gloves and they are willing to pay 5k councils for them. So a ticket gets generated to fill that request. In order to fulfill the request, I have to pay a small fee, say, like 500 councils (or 10%), to reserve the request for one hour and then fill it by making the gear.
  
-Otherwise it stays up for a while on a board. Or it goes back to the board after I fail to make it.+Otherwise it stays up for a while on a board. Or it goes back to the board after I fail to make it within the hour.
  
-Project Gorgon is the only MMO that seemingly goes through hoops specifically to make sure the players have difficulties trading with each other. I realize this is probably just because a focus on the programming aspects hasn't been made in this area yet, but maybe it is a well-developed enough game at this point to have a need to focus on this aspect of it now.+Project Gorgon is the only MMO that seemingly goes through hoops specifically to make sure the players have difficulties trading with each other for basic stuff like skins/cotton. I realize this is probably just because a focus on the programming aspects hasn't been made in this area yet, but maybe it is a well-developed enough game at this point to have a need to focus on this aspect of it now.
  
 I do get that some of the complexities of crafting/selling is probably to make Retail Management a unique and cool skill. And that's great, too. I just hope more is coming, and I do understand why it wouldn't be great to advertise more is coming, too, I just want this to be my advocacy to make sure more is coming because I do care about the game so much and I think the economy is probably the least favorable aspect of the game, while crafting is actually quite awesome in comparison. I do get that some of the complexities of crafting/selling is probably to make Retail Management a unique and cool skill. And that's great, too. I just hope more is coming, and I do understand why it wouldn't be great to advertise more is coming, too, I just want this to be my advocacy to make sure more is coming because I do care about the game so much and I think the economy is probably the least favorable aspect of the game, while crafting is actually quite awesome in comparison.
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 The whole idea of renting a player vendor stall, for example, is kind of weird, IMHO. The fact that it gets more expensive over time also is confusing, but I get that there are prime real estate slots for vendors and that there might need to be incentives to have them move out. I also have parents that are antiquers, so I'm well aware of the tendency for veterans to buy something low from someone else and then just resell it with a higher markup just because they have better foot traffic. :D The whole idea of renting a player vendor stall, for example, is kind of weird, IMHO. The fact that it gets more expensive over time also is confusing, but I get that there are prime real estate slots for vendors and that there might need to be incentives to have them move out. I also have parents that are antiquers, so I'm well aware of the tendency for veterans to buy something low from someone else and then just resell it with a higher markup just because they have better foot traffic. :D
  
-Sorry if it seems curt to just request an auction economy, but this is the one single thing about this game I simply do not understand. I cannot readily sell staples like Quality Phlog or Cotton directly to players that I know could use them, instead I have to craft a box that costs leather and wood resources and doesn't last more than 90 minutes and half the time I have to guess what a reasonable price is from players that are overcharging (player stalls) or underpaying (work orders). With rare exceptions, many of these go without getting a single sale so I instead use them to give away items instead.+Sorry if it seems curt to just request an auction economy, but this is the one single thing about this game I simply do not understand. I cannot readily sell staples like Quality Phlog or Cotton directly to players that I know could use them, instead I have to craft a box that costs leather and wood resources and doesn't last more than 90 minutes and half the time I have to guess what a reasonable price is from players that are overcharging (player stalls) or underpaying (work orders). With rare exceptions, many of these go without getting a single sale so I instead use them to essentially give away items instead.
  
-When I go to price items in the stalls, it needs to be high enough that some high level with unlimited resources doesn't just buy it completely out to sell at their stall for an inflated price, but not so high that newbies can't buy it to level their crafting skills. +When I go to price items in the stalls, it needs to be high enough that some high level with unlimited resources doesn't just buy it completely out to sell at their stall for an inflated price, but not so high that newbies can't buy it to level their crafting skills. Market makers are required for a healthy economy, they buy regularly at low prices and sell at higher prices and, in doing so, are absorbing times of high supply and high demand, and charging more and more for stalls only means less people contribute to a healthy economy. We're not being greedy, we're being rewarded for our time and market risk, just like market makers do in the real world. I've regularly tried to offer some low pricing for the first few purchases of Cotton in the hopes that some new Textile Creator scoops them up faster than a vet with night unlimited funding. Trying to hurt these people only really ensures prices will rise, especially for new players trying to learn new skills.
  
-Also, the downside to selling some goods for reasonable prices is that we have to rent a vendor and use an alt that goes to a Poetry Jam to be able to optimally sell things. Not a huge problem, but new players don't really know to do this.+It'd be cool if we could set pricing for items below 500 hours of game time, maybe as a solution, or have a stall that lasts longer than 90 minutes to sell a bunch of a single type of good. I think the Vendors are a good idea, they just need to have higher longevity maybe based on how many other vendors are in the same area or have been used by the same player or something. 
 + 
 +Also, the downside to selling some goods for reasonable prices is that we have to rent a vendor and use an alt that goes to a Poetry Jam to be able to optimally sell things. Not a huge problem, but new players don't really know to do this nor do they have the time to do it.
  
 There are some staple items in game that simply MUST have an auction for there to be a robust player economy. Specifically, I'm thinking Animal Skins, Cotton, and Phlog fall into this category, actually. At the very least add in an auction for these and see if the playerbase thinks it's a bad thing after like, three months. If everyone hates it, I'll admit it was a bad idea, but I think certain staple goods *should* be auctionable and I think players will love it if auctions existed for such staple goods, too. There are some staple items in game that simply MUST have an auction for there to be a robust player economy. Specifically, I'm thinking Animal Skins, Cotton, and Phlog fall into this category, actually. At the very least add in an auction for these and see if the playerbase thinks it's a bad thing after like, three months. If everyone hates it, I'll admit it was a bad idea, but I think certain staple goods *should* be auctionable and I think players will love it if auctions existed for such staple goods, too.
  
-In short, I think some of the barriers to player trading that exist in PG don't make sense. This game is already played by a bunch of us on the autistic spectrum, so we honestly need more incentives and facilities to directly trade with other players than less, IMHO. :D+I have rambled on long enough, but in short, I think some of the barriers to player trading that exist in PG don't make sense. This game is already played by a bunch of us on the autism spectrum, so we honestly need more incentives and facilities to directly trade with other players than less, IMHO. :D
  
 I do realize a full-fledged auction system would be difficult to code well, but I do think it's needed. I do realize a full-fledged auction system would be difficult to code well, but I do think it's needed.
suggestions.txt · Last modified: by unhandled