14-02-2016, 09:01 PM
I really like the concept and the amount of effort put into it!
However, there has to be a few clarifications made to make sure its implemented properly.
It must be a very high initial starting cost for somewhat of a commitment and preventing the market from flooding with a certain good. A good way to make this a viable tool for people is to make the goods not mats or anything usable. For example, you buy an olive press that makes 1x olive oil every 12 hours. There is a NEW section in the marketplace tab for selling goods that is called Manufactured Goods Store. This will act kind of like a stock market. There can be a certain amount of goods there, that are not usable, but can be sold and bought. The prices of these items will be completely volatile according to the ratios goods to other goods instead of goods to X amount set by devs. If there are a lot of people producing olive oil, the price will dip and it would not be wise to sell. Since the price will be low, other players will start producing more worthwhile things like velvet or beef. Since there are more people are producing other goods, the ratio from olive oil to velvet and/or beef will get closer to 1:1. This means the prices of olive oil will rise and velvet and beef will fall. Everyday or so the prices will change depending on how much of a good is in the market. People can sell high to the Manufactured Goods tab and hold onto their products when the prices are are low. So as in vanilla Mount and Blade single player, there should be 7 enterprises you can buy or so.
I think a non-intervention system of creating wealth/products will be a lot better compared to a complete intervention system that intrudes into crafting costs and so on.
Let me know if this would be better or worse.
However, there has to be a few clarifications made to make sure its implemented properly.
It must be a very high initial starting cost for somewhat of a commitment and preventing the market from flooding with a certain good. A good way to make this a viable tool for people is to make the goods not mats or anything usable. For example, you buy an olive press that makes 1x olive oil every 12 hours. There is a NEW section in the marketplace tab for selling goods that is called Manufactured Goods Store. This will act kind of like a stock market. There can be a certain amount of goods there, that are not usable, but can be sold and bought. The prices of these items will be completely volatile according to the ratios goods to other goods instead of goods to X amount set by devs. If there are a lot of people producing olive oil, the price will dip and it would not be wise to sell. Since the price will be low, other players will start producing more worthwhile things like velvet or beef. Since there are more people are producing other goods, the ratio from olive oil to velvet and/or beef will get closer to 1:1. This means the prices of olive oil will rise and velvet and beef will fall. Everyday or so the prices will change depending on how much of a good is in the market. People can sell high to the Manufactured Goods tab and hold onto their products when the prices are are low. So as in vanilla Mount and Blade single player, there should be 7 enterprises you can buy or so.
I think a non-intervention system of creating wealth/products will be a lot better compared to a complete intervention system that intrudes into crafting costs and so on.
Let me know if this would be better or worse.
Loots:
Eastern Katana (2016)
Studded Gauntlets (2019)
Volcanic Daggers (2019)
Heavy Salet (2023)
!!Former!! Guardian of Swadian Helium Stores
FV_CaptOle, ObviouslySomebodyOriginal, [LH]MajOle, FV_Best_Zwei_NA, Mike_Pence, Not_Jennifer, Triggered_Potato
Eastern Katana (2016)
Studded Gauntlets (2019)
Volcanic Daggers (2019)
Heavy Salet (2023)
!!Former!! Guardian of Swadian Helium Stores
FV_CaptOle, ObviouslySomebodyOriginal, [LH]MajOle, FV_Best_Zwei_NA, Mike_Pence, Not_Jennifer, Triggered_Potato