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Auction House


blueatlanta
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Couldn't you achieve the same effect by limiting the number of auctions?  It occurs to me if a player can only have 1 auction up at a time, and can only list something once every 24 hours, then the drive to dump cheap items on the auction house is significantly reduced. 

 

Players can't increase their profit through quantity that way, meaning they're incentivised to charge as much as they can sell for.  Plus stockpiled items retain some of their value - there may be a billion mag prime chassis out there, but if only 10 people will use their slot to sell them then there is a market for them. 

 

While there are numerous ways to keep the economy "imperfect", the 1 item per 24h rule probably wouldn't work very well on common or uncommon items. Maybe on rares.

 

There are soooo many duplicates of most items. It's not 10, or 20 people who want to unload a mag prime bp. There are thousands. And many more each day. Yes, with a 1 item at a time limit you won't see thousands for sale at once, but whatever the lowest price is, becomes the price.

 

There are so many players who "just want to dump their duplicates" like the above poster, without dealing with trade chat. When they do that, your "reasonably priced item" won't sell. So you'll see 20 Crossing Snakes on sale for 1P each and realize, that's the new price of Crossing Snakes. It's not doing anything besides burning a hole in your inventory, so may as well scrap it.

 

The threads asking for auction houses are generally unaware that the pain in the @$$ of trade chat is the only thing keeping prices artificially high.

Edited by notionphil
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Hmm, a plat cost to publish would mean an item's minimum price would become that price+1p probably. And a minimum price set by DE feels too arbitrary.

Maybe we should take 10 BPs for one item and melt them down to make 1 "marketable" BP for that item, for example. Some kind of item-sink.

Take the "pain in the &#! part" somewhere else, like the foundry.

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Hmm, a plat cost to publish would mean an item's minimum price would become that price+1p probably. And a minimum price set by DE feels too arbitrary.

Maybe we should take 10 BPs for one item and melt them down to make 1 "marketable" BP for that item, for example. Some kind of item-sink.

Take the "pain in the @$$ part" somewhere else, like the foundry.

 

The best way to ensure items have value is unsurprisingly...to make them have value!

 

Like DE mentioned in the last LS - giving unwanted prime BP's some use. Ex: a token system (if that isn't the use). Or,  we could for example fuse prime parts into other primes to slightly tweak stats (random example).

 

If the things you collect are always useful to you, especially if they are consumable...the market will never flood. If anything plat prices would go up :D

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The best way to ensure items have value is unsurprisingly...to make them have value!

 

Like DE mentioned in the last LS - giving unwanted prime BP's some use. Ex: a token system (if that isn't the use). Or,  we could for example fuse prime parts into other primes to slightly tweak stats (random example).

 

If the things you collect are always useful to you, especially if they are consumable...the market will never flood. If anything plat prices would go up :D

It sounds good, but I'm skeptical that it would be well implemented ... anyway, that would be another concern. Making tradable items consumable would be great, and it would allow us to have a proper trading UI.

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