Page 10 of 11

Re: Planned market changes

PostPosted: 12 Feb 2015, 14:41
by thunder
Hello!
Let's start to thinking on it...
Here is the table of the actual release of the Market. r6720
Maybe the 32 stone for one horse is a bit lot....Should to reduce the value of it...It isn't counting with the transporting time. 1 horse is only 5 corn+transporting and developing time.

Re: Planned market changes

PostPosted: 12 Feb 2015, 16:07
by Krom
Nice table you've got :-)

What do you want to start doing with it?

Re: Planned market changes

PostPosted: 12 Feb 2015, 16:09
by Ben
Since we're bumping old topics, I would again would like to see 1 sausage -> 1 timber. It wasn't abuse. It offered new strategies at the cost of losing valuable food.

But that won't happen anyway, huh? :P

Re: Planned market changes

PostPosted: 12 Feb 2015, 16:15
by Killer!!
Very nice to see this topic, I was planning to make a market topic myself but I seem it´s not needed anymore ;)

I personally think that the market prizes are to high atm, and it was better in the days of the shieldpatch.

I think nice changes could be:

1:1 Sausage for timber (In older releases I remember this being a nice starting trade, but not to powerful either) (now it's 2:1)

1:1 Fish for timber (I think fish should be at least as expensive as sausages, cause of the fact a fisherman only gets 2 fishes while a butcher makes 3 sausages every time and because fish isn't for ever, so I think it's a nice trade) (now it's 2:1)

1:1 Fish for corn (same story as fish for fish for timber)

1:1 Wooden shield for tree trunk (I think it would be very nice to see, because I know without market 1 tree trunk = 2 wooden shields but if you look at the producing time for the trade I think it's not a big problem and that's what economy is also about isn't it, doubling your resources) :)

Siem

Re: Planned market changes

PostPosted: 12 Feb 2015, 16:34
by thunder
I complete disagree. The cheap food is make market abusing in the early games. This was the main reason of the higher prices.
What i would like to see that is clearing the fraction trades and more expensive stones.
sometimes a ware is cheaper but the formula has rounding. I mean on half prices. What if there is minimum order quantity.
MOQ-with this could make better price.

Just an imagine situation:
1 shield value is 2,5 timber, but basicly can get only 2 for it.
but what if the market tell us you can trade shield to timber if buy minimum two piece, so the result will be
2 shields for 5 timber, and we got more exact market taxes.
If i know well this is called lowest common denominator maybe? :S

Re: Planned market changes

PostPosted: 14 Feb 2015, 16:04
by Everstill
I had the same idea after testing the market for some time now. Instead of making, for example, 1 sausage for 1 timber or 2 sausages for 1 timber, just make trades like 3 sausages for 2 timber. You will have better control over the prices and will not let numbers rounding messthings up.

Please do not use such language on this forum. Thank you.

Re: Planned market changes

PostPosted: 15 Feb 2015, 22:52
by Jeronimo
Previous Market 2.0 was better that current "2.2?"
The Market that had 1 sausage -> 1 timber was the most accurate of all markets.

The current table seems over-expensive in practically 90% of its trades.
The same you get with Market at 2.5 or 3.0. For me it had "crossed the line" long time ago.

Re: Planned market changes

PostPosted: 10 Jul 2017, 10:41
by thunder
Jeronimo wrote:The current table seems over-expensive in practically 90% of its trades.

Agree. The market seems useless still in the lategames too where it should be effective. Only very few ware trades have sense to use it.
No sense to trade wares
* which needs lots of amount of wares from somthing -For example stone to horses
*no sense to trade something if need lots of serfs, I tried out the stone to horse...ONCE
*How is the priority of trading or carring wares into market on the serf's to do list?
*And still very high taxes for who? :mrgreen:

Re: Planned market changes

PostPosted: 10 Jul 2017, 20:22
by zombie01
thunder wrote:
Jeronimo wrote:The current table seems over-expensive in practically 90% of its trades.

Agree. The market seems useless still in the lategames too where it should be effective. Only very few ware trades have sense to use it.
No sense to trade wares
* which needs lots of amount of wares from somthing -For example stone to horses
*no sense to trade something if need lots of serfs, I tried out the stone to horse...ONCE
*How is the priority of trading or carring wares into market on the serf's to do list?
*And still very high taxes for who? :mrgreen:

2 year old necro

Re: Planned market changes

PostPosted: 12 Jul 2017, 03:44
by Ben
Lets be honest, any post on this forum is essentially a necro these days ;) That said, any signs of life are exciting.

Re: Planned market changes

PostPosted: 12 Jul 2017, 05:42
by Krom
Market must be useless to not break the fragile KaM balance :-P

Re: Planned market changes

PostPosted: 12 Jul 2017, 14:12
by The Dark Lord
But it's not. 4 wooden weapons for a horse still is a great trade in my opinion. It doesn't take 50 horses to harass your opponent, dance in front of bows or do some scouting. Therefore, if you're not planning on making stables, spending some excess weapons on some horses is great but obviously it's not game-breaking.

Re: Planned market changes

PostPosted: 13 Jul 2017, 06:06
by Krom
True, for a few horses market is great.

Re: Planned market changes

PostPosted: 10 Sep 2017, 10:57
by thunder
Hi,

I would have a quick question.
Is the StatProducedWares counting with the produced wares by trades also?
Thank you!
t

Re: Planned market changes

PostPosted: 10 Sep 2017, 14:33
by Rey
Hi, t!

I do not know. Have to check code etc.

Can you try it with some simple script ?