A few things that need to be considered as part of design:
There needs to be measures in place to combat market manipulation – Options for this? Buy/Sell limits (not a good fix imo)
There needs to be systems in place to ensure classic trading is still necessary – Limit on selling/buying can also be applied here, but we need something different****;
How will Unidentified Herbs be handled on the proposed solution / Potential to exclude items entirely from the proposed solution?
No Unidentified Herb sales allowed only clean herbs?
No sales of raw materials allowed? Eg Uncooked food, Ores, Grimy Herbs, Logs, Hides, Uncut gems? Etc.
This means that the solution would be in favour of skill orientated players, who would still be able to trade their stock the classic way, and all end life items (potions, weapons, armor, cooked food, etc etc would be tradable on the Auction House/GE.
This allows players to favour their non combat skills * As if you want to sell items on the AH/GE you’ll need to process it first (Allowing people who have higher levelled skills to be favoured, and also creates value for higher levelled skills)
This also combat real market manipulation in some way – Eg, if Cooked Lobsters were heavily merchanted, only the players who had the cooking level to create them would really favour – Giving people with higher skill levels value.
People will have easy access to end life/game items – Food, Pots, Gear, Weapons, etc – which is really all that matters – PVP/etc
And classic trading still flourishes – Meaning its harder to gain the materials needed to craft to gain levels (requires classic trading), but the levels themselves are more valuable when obtained.
Please take this stuff into consideration – And im sure this can be further refined (I wrote this in a 10min work break from my office. Also sorry about the grammar, however the ideas are still there.)
Haxx
02-Jun-2014 23:49:59
- Last edited on
02-Jun-2014 23:51:48
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The Hax