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Topic ClosedFilling buy orders from a Hub

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dunnoob View Drop Down
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Direct Link To This Post Posted: 18 Sep 2012 at 21:45
Originally posted by JimJams JimJams wrote:

May be it is time to remove the global visibility of city orders ???
+1  Global visibility is evil, it's Centrum spyware.  
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Salararius View Drop Down
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Direct Link To This Post Posted: 19 Sep 2012 at 04:38
Originally posted by Bellas Bellas wrote:

You have to be able to see the hub in order to do that.  Without a trader there you only see the closest hub to your town.  If I want to sell from Hub A and the person buying only sees goods from Hub B, it does me no good to post a sell order there.

Well, not just the closest hub but I do see that placing a sell order will not solve your problem if the buyer you want to reach is far away.

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Direct Link To This Post Posted: 19 Sep 2012 at 13:35
Originally posted by Salararius Salararius wrote:

Originally posted by Bellas Bellas wrote:

You have to be able to see the hub in order to do that.  Without a trader there you only see the closest hub to your town.  If I want to sell from Hub A and the person buying only sees goods from Hub B, it does me no good to post a sell order there.

Well, not just the closest hub but I do see that placing a sell order will not solve your problem if the buyer you want to reach is far away.


The problem and the oddity is all on the global visibility of city orders.

I have a city named MyCity with a trader in Centrum. Now there is another player with a city named HisCity located in Zampur. He set a buy order. From MyCity I can see HisCity buy order and I can fill it sending vans from MyCity, but if I moved those goodies in Centrum I cannot fill the order from there.

This is the oddity.

And this is the reason because actually it is harder to make money trading from hubs than from cities. Basic are cheaper in the hubs, because of lack of buyers, due to limited visibility.

It's time to push hub trading and remove global city visibility. I know it is a pain, but if we wait too much the hub market will be saw as limited, crippled and many players will not really invest in it...

just my 2 cents

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Direct Link To This Post Posted: 19 Sep 2012 at 13:41
Originally posted by JimJams JimJams wrote:

 
It's time to push hub trading and remove global city visibility. 

I too like that idea ~~
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Direct Link To This Post Posted: 19 Sep 2012 at 14:42
JJ, you are assuming that the only purpose of the markets is for people to make money; it is at least also possibly there for the purpose of facilitating trade and allowing people in a variety of places on the map to have access to resources.  Limiting trade visibility for basic resources would make life substantially harder for many people (including newbs) who might not find orders for basic resources they need to play the game at their local hubs.  Sure, a newb with access to Centrum would be OK, but what about a newb who spawns in Tor Carrock or Arran?

There are still a lot of players who do not have traders, and the players who have more than 1 trader are relatively rare.

Personally, I question whether the faction hubs will ever be robust enough to support necessary trade in basic resources. 80 hubs with 5000 possibly active players, half of whom probably have no interest in trade, just spreads stuff too thin.
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Direct Link To This Post Posted: 19 Sep 2012 at 15:48
Originally posted by JimJams JimJams wrote:

The problem and the oddity is all on the global visibility of city orders.

I have a city named MyCity with a trader in Centrum. Now there is another player with a city named HisCity located in Zampur. He set a buy order. From MyCity I can see HisCity buy order and I can fill it sending vans from MyCity, but if I moved those goodies in Centrum I cannot fill the order from there.

This is the oddity.

And this is the reason because actually it is harder to make money trading from hubs than from cities. Basic are cheaper in the hubs, because of lack of buyers, due to limited visibility.

It's time to push hub trading and remove global city visibility. I know it is a pain, but if we wait too much the hub market will be saw as limited, crippled and many players will not really invest in it...

just my 2 cents


I agree with everything you are saying.  I'm not sure that global visibility is the only problem.  Removing global visibility allows each hub to vary relatively independently in price.  Which doesn't matter for everything other than basic goods as some traders will start moving stuff between markets to take advantage of the price delta and that will even out prices across Elgea.  But for basic goods, that's neither practical or realistic.  You'll wind up with large price differentials and no tools to address the need.

In respect to the proposal to accept buy/sell town orders from a hub it has the same problem.  You will be very limited in the number of these distant orders you can fulfill because one player has a very limited (in relation to hub trade volume) number of caravans.

Yes, visibility and accepting town orders are both issues.  But if you resolve either of those you will quickly run into the followup issue of limited hub transport capacity.  I think players should be able to rent vans to hub traders.  It can be another market at the hub.  Players post "vans for rent" and select the hourly/daily cost and traders rent them.  Either party can terminate the agreement at any time (after the van fulfills whatever it's currently doing).  If the trader terminates the agreement the van goes back to the rental market.  If the player does it goes back home.  Rented vans get listed in your van inventory just like a van from your city.  Then the devs just need to fix the system so you can lump vans from different cities together into a single unit.

I don't know, that's my thoughts.
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Direct Link To This Post Posted: 19 Sep 2012 at 16:15
In a game that seems to be realistic with regards to travel times and other things like sending messengers to recall troops etc. It seem strange to have global visibility on the market.

Also as pointed out it makes trade hubs seem kind of pointless except to trade in goods not available on the global market.

As you can tell, I'm in the dropping of global visibility camp, and I've only been here a week, does that make me a noob still?
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Direct Link To This Post Posted: 19 Sep 2012 at 16:40
Originally posted by Rill Rill wrote:

JJ, you are assuming that the only purpose of the markets is for people to make money; it is at least also possibly there for the purpose of facilitating trade and allowing people in a variety of places on the map to have access to resources.
 

I'm confused, because the old city to city trade model allowed players in a variety of places on the map to have access to every resource, everywhere.  If that was a "purpose" of the hubs I think they failed miserably?  By limiting the new goods to only hubs many players haven't even seen many of the goods ever for sale.  How do hubs help people in a variety of places on the map have access to resources?

Originally posted by Rill Rill wrote:

Limiting trade visibility for basic resources would make life substantially harder for many people (including newbs) who might not find orders for basic resources they need to play the game at their local hubs.  Sure, a newb with access to Centrum would be OK, but what about a newb who spawns in Tor Carrock or Arran?
Well, I've got several traders and they can't all be in Centrum.  If they turn off visibility and you see a market without a trader send me an IGM.

Originally posted by Rill Rill wrote:

There are still a lot of players who do not have traders, and the players who have more than 1 trader are relatively rare.
Possibly.  Why would players want to make traders if traders can't provide them with something they want (like gold)?  Don't you think there has to be a benefit to trading for people do want to do it?  If traders are complaining, then maybe there's a logic to that.

Originally posted by Rill Rill wrote:

Personally, I question whether the faction hubs will ever be robust enough to support necessary trade in basic resources. 80 hubs with 5000 possibly active players, half of whom probably have no interest in trade, just spreads stuff too thin.
1% of the players decide to be "traders" and each builds only 3 traders that's enough to put a trader in every hub.  If half the players decide to build just one trader each then that is enough to put 16 traders in every hub.  How is 16 traders in every hub too thin?

I agree, the current system is untenable because hub traders must compete with every seller and ever buyer out there but can't fulfill all the potential sell and buy orders out there (technically but also practically because of the transport issue).  The trade system is asymmetrical and not in the favor of traders.  If it continues, the hub traders that are out there will quit serving the basic goods market because they will not make gold and/or will have excess inventory and no way to move them to the interested buyers (cities can, hub trades can not).  At that point, everyone interested in buying and selling will go to Centrum and that's the only market Elgea will have.

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Direct Link To This Post Posted: 19 Sep 2012 at 18:47
80 hubs is way too much. I think it's important to nominate certain hubs as the primary for that region/area. 

Zanpur/South East has already done this with the Humayan trade hub. I'd suggest you all work with your local alliances to nominate a trade hub within your region, adn encourage everyone to use it. 

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Direct Link To This Post Posted: 19 Sep 2012 at 19:52
Salararius, you seem to assume in your post that each person who has a trader will be selling every good.  Even if people wanted to, the limitations on number of buy and sell orders would preclude that.  And while traders might like to imagine a world in which they were the only person selling item x at a given hub, I do not see how that would benefit anyone else.  (And probably in the long run would not benefit traders.)

I am basing my thoughts on this at least in part to economic theory, particularly research that has been done around protective tariffs.  The bottom line is that protective tariffs and other barriers to trade tend to inhibit the overall productivity of a "global" economy.

Inefficiency is not necessarily a bad thing.  If the reasons for this inefficiency are creating a system in which lots of people have loads of fun, more power to them.

There certainly is a segment of the playerbase that likes playing with trade.  More power to them.  But changes like visibility limitations in trade for basic resources may ending up making things less fun for a large segment of the playerbase that must contend with inefficient markets that do not have available goods.

I am not in a position to judge where the balance is in that, I am just saying that there are more dimensions on which to base decisions about the way market transactions should be structured than just what will make the most gold.  Another of the decision factors seems to me to be ease of use of markets and/or availability of goods for players who are not interested in complex market systems.

Personally I think limiting trade visibility now would be a death knell for the market in general, as there would now be no reason at all for the vast majority of players to even look at the market.  As it is, when I place an order for basic resources on the global market, there is at least a chance that I might also take a look at the faction hubs.  (I actually do happen to have a trader at one of them.)  If I no longer could place orders from my city with some expectation that people might actually buy them, I might ignore the market entirely and do all trade within my alliance or on the black market.  I think I am far from the only player in the game in that position.
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