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Thread: Unbalanced Market Prices

  1. #11
    Forum Explorer Calen's Avatar
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    trade prices will fall down fast if people progress in the game further, untill then you will have people asking the weirdest prices. nothing that can be done about it, not even a topic like this because in a week the prices are different again.
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  2. #12
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    All liquid markets auto-balances themselves. The problem is that at some parts of the day there isn't much trading going on, this unbalances the prices. One can value the commodities in time and labour etc as much as you want, but in the end the only thing that matters is if you someone is willing to pay asked price. One can say that either you wait forever for someone to buy your overpriced goods or you underprice and win the time difference. So, more traders = balanced prices.

  3. #13
    Erudite Pioneer
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    Yea +1, more traders and more trades will balance it much faster... (if everyone could do 3 trades in same time, it would help a lot)

  4. #14
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    I love the current free market. People may set their prices according to what their resources if of value to them and sometimes you find an amazing offer and sometimes you must pay your fair share to get a much desired resource.

    Why would you try to control the market?

  5. #15
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    ...and sometimes people need to wake up to what's realistic - today's bargain offers
    want=300 iron swords - offfer=1 xmas present
    want=200 longbows - offfer=400 stones

    and people offering marble for stones / hardwood for pine at twice the cost it takes in the resource house ???

  6. #16
    Keen Commentor PennyUK's Avatar
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    Its all a case of supply and demand,if someone wants an item badly they will pay,its a matter of keeping an eye on Trade and thinking ahead,buy things cheaply you know you will need later

  7. #17
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    Liked Energyman's posts. Really well thought out and blinds everybody with maths. He would make a good banker . . .

    Alas this market and every market in the world is not driven by true related costs, but by what prices people will pay and will afford. Thus in ripoff Britain goods are priced in gbp, often the same as US$, and everybody forgets it ignores their higher disposable incomes and the exchange rate difference . . .

    Similarly in our market here. Some will be asset rich in some goods, others asset poor, so people will trade how they feel fit, or not trade at all. Similarly, some will offer small quantities for trade, asking for small amounts in return, potentially opening up their market to a larger number of potential buyers - many cannot afford to swap 400 for 400 but are happy for 1 for 20 or 20 for 20 as it allows them to progress say in an upgrade, a new build etc.

    So the sumary - if it appears too expensive, don't buy, if you think it's a fair deal and you want to daeal, then deal and finally that not all people want want to deal in large quantities all the time - sometimes selling small quantities for small amounts can actually give higher returns and more flexibility and make more people happier!

    Thinking of selling 20 for 200, try 1 for 15 instead etc.

  8. #18
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    yep, small batches at reasonable prices normally result in multiple offers, if it's the right time of day for people to be online

  9. #19
    Nifty Energyman's Avatar
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    Quote Originally Posted by Sir_SnackAttack View Post
    I love the current free market. People may set their prices according to what their resources if of value to them and sometimes you find an amazing offer and sometimes you must pay your fair share to get a much desired resource.

    Why would you try to control the market?
    No, no... Average Price Index (API) is not design to control market by fixed INDEX price... No, no... Just to monitor Current Average Ratio and idea is you can see it just next to amount of material you want to trade...

    Also, it would be great if GM can make Time Price Index (TPI) in the way they SUM all production building time and make average one...

    Example (Lets assume next 3 players are whole game copper producers):

    Player 1 for Copper has average production time = 212 PrS
    Player 2 for Copper has average production time = 242 PrS
    Player 3 for Copper has average production time = 200 PrS

    Total production time or Time Price Index (TPI) = (212 + 242 + 200) / 3 = 218 PrS and this is base you calculate API...

    So if you want to buy Cooper and you are in the hurry you will have opportunity to see Average price of copper and then you decide how much you will deviate on your expense from the Average Price Index...

    This hole idea is to help people with trading not to control them!!!
    Just be yourself... Your soul is the God... Find the way to your true reality... Help others to help yourself... We all are One!

  10. #20
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    Quote Originally Posted by Energyman View Post
    No, no... Average Price Index (API) is not design to control market by fixed INDEX price... No, no... Just to monitor Current Average Ratio and idea is you can see it just next to amount of material you want to trade...

    Also, it would be great if GM can make Time Price Index (TPI) in the way they SUM all production building time and make average one...

    Example (Lets assume next 3 players are whole game copper producers):

    Player 1 for Copper has average production time = 212 PrS
    Player 2 for Copper has average production time = 242 PrS
    Player 3 for Copper has average production time = 200 PrS

    Total production time or Time Price Index (TPI) = (212 + 242 + 200) / 3 = 218 PrS and this is base you calculate API...

    So if you want to buy Cooper and you are in the hurry you will have opportunity to see Average price of copper and then you decide how much you will deviate on your expense from the Average Price Index...

    This hole idea is to help people with trading not to control them!!!
    I dislike your idea. The game is set in the days where no TIP or API were available, as we know it today, to monitor the "market". It was a free market with feets deep planted in supply/demand. I like looking through the trades to find myself a very nice offer due to a players hastened need for a certain resource.

    What you wish to do contradicts how trading was done in the timezone we "play" in. Let the market be free and run on the inituation of the individual player and how he values his resources against others.

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