DylPickle wrote:Doug R. wrote:6) Lack of programmed tools to help players manage an economy.
If we expect players to control a complex commodities market using their own free-time and a spreadsheet, it's doomed from the beginning. Economies thrive on standardization. I know we hate automation, but it would be nice if I could come into a town, make a trade for a set price, without having the other character necessarily awake. Waiting for others to wake up is probably the #1 killer of trade in the game - why wait for you when I can dig it up myself? This concept was put forth and debated to death several years ago. Who knows, I might have even been against it then, but it's clear it's needed now. We also need programmed mechanisms of land control and ownership.
I would love to see a vending machine/market stall in the game that could be stocked with a few goods and set to have a variety of prices based on resources and/or coins. Put a lock on it so there's a risk to not having it guarded at least. Something like that. The hardest thing about it would be that you'd have to set the different costs individually based on the type of coin and/or resource type used to pay for the sale item. Also, it would be best if the containers/vending machines could hold tools/weapons as well as resources. Bartering would live on, as there'd still be nothing prohibiting you from trying to haggle people down. It just wouldn't be as instant.
I have chars that will squeeze you to the dime, and others that will round you to the hundred dollar. Bottom line dont start a trade if you dont have the time to finish it. Or just wait it out. The traveling trader should not expect a town to run on it's time frame. It's up to you the player to be able to wait it out and not expect you trader to jump every town and get right away results. Seko has the perfect trader. She doesnt (I assume) think that is her main char, reacts when others react to it, and it is a Cantr responsible char. Well done you know who I mean.

