rob: agreed on the long-term slots; that would prevent hoarding too. I'd just like one thing: a "liquidate volatile storage" button that immediately sells everything in your volatile storage for the current highest bid.
Hype and I had a discussion about the trading system just now. Here's the log; hopefully someone finds it useful.
20:15 <+Hypevosa> What if we just made it so bought items went into your long term storage automatically?
20:16 <+Hypevosa> if longterm storage is limited, that would be prohibitive to massive manipulation until we have enough player to sustain large clans
20:17 <+Hypevosa> the issue with runescape's GE and why it suffers from so much price manipulation is because of the fact that there are many items one can buy in the thousands
20:18 <+Hypevosa> The issue is anyone who gets rich early on will have the buying capacity to perform massive price manipulations
20:18 <+Hypevosa> nearly all of runescape's price manipulation happens from those who were filthy rich from the beginning
20:19 <+Hypevosa> this would even solve that
20:19 <
tarbomb> that would work too
20:19 <+Hypevosa> keeping things working freely, while preventing black market is a bitch
20:20 <+Hypevosa> if we can manage with this slight manipulation of the runescape GE setup it would be quite the accomplishment - assuming it holds up to having hundreds of players
20:20 <
tarbomb> the reason I suggested the disappear was that you could put an item for sale for $999999999999999999999, nobody would buy it, and then when you wanted it you could just remove the listing
20:21 <+Hypevosa> yeah, I agree that using the GE for extra storage is a problem, I've seen that in a few places
20:21 <+Hypevosa> this is better limited by having only a certain number of slots you can sell things in
20:22 <+Hypevosa> that way we're not deleting player's hard earned rare item that no one has the cash to buy yet, ya know?
20:22 <
tarbomb> naw
20:22 <
tarbomb> What if I played a whole day and got a shitton of modules?
20:22 <
tarbomb> I'd want to offload them all fast
20:22 <
tarbomb> so I'd be willing to sell low
20:22 <+Hypevosa> I'm assuming you can stack like items for sale or buying
20:24 <
tarbomb> stacking?
20:24 <
tarbomb> I assume you mean multiple of the same type
20:24 <+Hypevosa> I got 12 level 9 proto modules
20:24 <
tarbomb> still, a limit is annoying mental overhead.
20:25 <+Hypevosa> If crafting is simple, you could also combine all your protomodules enough times to not use up all your selling slots
20:26 <+Hypevosa> I've no idea if Rob's crafting idea is so universally applicable though.
20:27 <
tarbomb> cool.
20:27 <
tarbomb> I forgot about crafting.
20:28 <
tarbomb> What I want is a "liquidate" button
20:28 <
tarbomb> that offloads everything in my inventory to the highest current bidder all at once.
20:30 <+Hypevosa> The issue I have is we're heavily slanting this economy to the buyer
20:30 <+Hypevosa> sellers have no means to compete at all except to just undercut eachother to oblivion
20:31 <
tarbomb> Why would it be buyer slanted?
20:31 <
tarbomb> Buyers have to compete for the best offer as well.
20:31 <+Hypevosa> because the buyer automatically gets the cheapest bid
20:31 <+Hypevosa> the only bids shown for sale are the cheapest
20:32 <
tarbomb> And the only "looking for" ads are the highest ones.
20:32 <+Hypevosa> One of the reasons I prefer selective buying, is it gives sellers SOME power
20:32 <
tarbomb> It's a symmetric system.
20:33 <+Hypevosa> well think about where the highest bidder is used
20:33 <+Hypevosa> insanely expensive, rare, endgame items
20:33 <+Hypevosa> everything else that is any kind of common will be heavily slanted against the seller
20:33 <+Hypevosa> it's rewarding raw luck all over again :\
20:33 <+Hypevosa> One of the reasons I prefer selective buying, is for what it meant in early runescape before the grand exchange
20:34 <+Hypevosa> people were willing to pay a small sum for anyone who could aggregate large numbers of crafting material
20:34 <
tarbomb> Except perhaps luck will have noting to do with rarity, and it will be a matter of crafting.
20:34 <+Hypevosa> this was how I made my 44 million from 4 million, was there was a prayer update coming, and I bought and sold dragon bones
20:34 <+Hypevosa> I bought small quantities from players for a small number
20:34 <+Hypevosa> and that way when a wealthy player came along and wanted to buy in bulk to train prayer
20:35 <+Hypevosa> I got to upsell since I bothered to aggregate such a large number
20:35 <
tarbomb> Sorry, never played runescape (or for that matter, know that it is...) - may I presume that the prayer update buffed dragon bones?
20:35 <+Hypevosa> it saved them time, I was compensated for my service
20:35 <+Hypevosa> dragon bones were used to train the prayer stat by burying them
20:35 <+Hypevosa> prayers could boost player stats or even provide temporary immunity to damage
20:36 <
tarbomb> Ah. So dragon bones were kind of like vit pots.
20:36 <+Hypevosa> yeah, equating them to a potion is accurate
20:37 <+Hypevosa> the point being an anonymous, but still selective buying setup allows sellers to have some power with items that require quantity
20:38 <
tarbomb> Why would selective buying help?
20:38 <
tarbomb> You're in a marketplace, you search for the item you want, sort from lowest price, and just click the lowest one.
20:38 <+Hypevosa> if I'm buying 100 protomodule 9s to combine to make a protmodule 30
20:39 <+Hypevosa> and I see joe shmoe has 100 protomodule 9s for sale, but is selling at 25% upcharge or so
20:39 <+Hypevosa> I will buy those 100 protomodule 9s at the upcharge to save me the time of repeatedly buying them in quantities of 2 or 3
20:40 <
tarbomb> So all you're saying is that it helps with bulk quantities.
20:40 <
tarbomb> Thing is, limited nonvolatile/cold storage (whatever they're called) precludes any game mechanics requiring bulk anyway.
20:40 <+Hypevosa> yes, which I assume low grade items would be for early on players, where selling would currently be heavily slanted against htem
20:41 <+Hypevosa> hmmmmm, I really want to know how the crafting system works I guess
20:42 <
tarbomb> It's the same situation in Realm, I guess... anything t8- is summarily dropped in the nexus. I'm not sure how one would address that without artificially separating the market.
20:42 <
tarbomb> (which, needless to say, is a horrible idea)
20:42 <+Hypevosa> I really, really liked Rob's idea of combining lesser items to make better items
20:43 <+Hypevosa> suddenly everything I pick up is at least eventually awesome
20:43 <+Hypevosa> with infinite storage, that's even better.
20:43 <
tarbomb> As long as there is a proper, predictable formula and chance only plays a marginal goal. (*cough* pet fusion *cough*)
20:43 <+Hypevosa> Hell, if we instantly craft items in volatile storage, that's even better
20:44 <
tarbomb> Here'st the thing I'm wondering about.
20:44 <+Hypevosa> pet fusion is a money grab
20:44 <
tarbomb> If you can craft anything you want from normal items... what's the point of trading?
20:44 <
tarbomb> There has to be some kind of limit
20:44 <+Hypevosa> trading would make crafting up shorter
20:45 <+Hypevosa> you can buy another proto 22 module to combine with the two you've made instead of going another few hours to craft another
20:45 <
tarbomb> makes sense.
20:45 <+Hypevosa> also there will be single use items I assume, like dyes and junk as mentioned
20:46 <+Hypevosa> trading has always been a matter of convenience, it's not that I can't wire my own house (I can) it's just easier to hire someone else and saves me time
20:46 <
tarbomb> A matter of comparative advantage.
20:48 <+Hypevosa> Also, if things are lost on death or degraded, buying gives you a means of getting back quickly