Change price on the market
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Change price on the market
I wanted to lower the price of some of my goods on the market. I cold not find a way so I BOUGHT IT FROM MY SELF!! and hoped the program is intelligent enought to sugest what I really wanted instead of charging me twice!
But THAT IS TWICE!
First 10% of first offer (let's say 100 items per 1c = 10c)
Second 10% of second offer (100 items per 0.9c = 9c).
Sum 19% of original, 21% of new, (19c for offer worth 90c).
I agree that SOME fee must be paid, but why THAT MUCH?
Why not getting extra 9% back in self-sells?
And because of this, there are incredible offers (680,000 for 1l water) FOR ETHERNITY. It's just not worth it to DELETE or RE-SELL/LOWER-PRICE. Leave it there, who cares.
First 10% of first offer (let's say 100 items per 1c = 10c)
Second 10% of second offer (100 items per 0.9c = 9c).
Sum 19% of original, 21% of new, (19c for offer worth 90c).
I agree that SOME fee must be paid, but why THAT MUCH?
Why not getting extra 9% back in self-sells?
And because of this, there are incredible offers (680,000 for 1l water) FOR ETHERNITY. It's just not worth it to DELETE or RE-SELL/LOWER-PRICE. Leave it there, who cares.
The 10%-fee is one of the disadvantage of the market. If you want to avoid this fee, look for a contract-partner. Otherwise carefully think about how much you charge for your product.
Buying back his own offer has to be a loss. Otherwise, like tycoon has already said, the prices on the market would change too rapidly, because everybody would buy back his stuff and resend it for a lower/higher price depending on the market situation.
But as a browsergame the game is not intended that you need to be online every minute of the day, so a rapidly changing market would planning for people who are online maybe only once a day very hard.
The market works this way, include this in your buisness and pricing-strategy. The market is not the only way to sell your goods, so you can avoid the fee.
Buying back his own offer has to be a loss. Otherwise, like tycoon has already said, the prices on the market would change too rapidly, because everybody would buy back his stuff and resend it for a lower/higher price depending on the market situation.
But as a browsergame the game is not intended that you need to be online every minute of the day, so a rapidly changing market would planning for people who are online maybe only once a day very hard.
The market works this way, include this in your buisness and pricing-strategy. The market is not the only way to sell your goods, so you can avoid the fee.
Something about economy.
Ok, I got it. We have a list of equations etc. that is making the game mor like mathematic test but nevermind.
We don't want the market to change too rapidly, but we have two stabilization things:
NPC with his *maximum* price (selling for more is for nothing unless someone makes a bad click).
Production cost as *minimum*.
What would happen if you let them change prices too often? (I said: pay 1% of original price and 10% of new price if sold.) Prices may fall, someone make a good amount of money, what's so bad about it? This must go up then and these on vacations will have their goods sold 24h later.
And avoiding the fee - yes, partners, that is nice, I'll try to find one before I'll be able to produce something that can by sold directly to customers. This way it is a bit hard to start the game, but still motivating to FIND SOME FRIENDS...
So be it, do as you wish, I'd like the game MORE REAL.
We don't want the market to change too rapidly, but we have two stabilization things:
NPC with his *maximum* price (selling for more is for nothing unless someone makes a bad click).
Production cost as *minimum*.
What would happen if you let them change prices too often? (I said: pay 1% of original price and 10% of new price if sold.) Prices may fall, someone make a good amount of money, what's so bad about it? This must go up then and these on vacations will have their goods sold 24h later.
And avoiding the fee - yes, partners, that is nice, I'll try to find one before I'll be able to produce something that can by sold directly to customers. This way it is a bit hard to start the game, but still motivating to FIND SOME FRIENDS...
So be it, do as you wish, I'd like the game MORE REAL.
Still think the 10% is good. At least look at the point of the creator, its less burden to the server; its not really stock markets where they expect all kapiland users to be stuck in front of their pc to buy n sell 
Perhaps the admin can put some sort of auto-send-back-to-buyer options if the goods is not sold for like 7 days? and rebate of let say, erm, 3% or something? if there is no penalty to that, the market will really be chaotic and even with the 10% look what is happening to the power and water price

Perhaps the admin can put some sort of auto-send-back-to-buyer options if the goods is not sold for like 7 days? and rebate of let say, erm, 3% or something? if there is no penalty to that, the market will really be chaotic and even with the 10% look what is happening to the power and water price

more real? if u bring 50 banana's to a market and try and sell them for 100$, no ones going to buy them ... then u have to go back home with them. uve paid to rent the space in the market, uve paid to travel to the market (gas, cargo, truck rental, watever) ... not to mention, if ur the CEO of a banana business, ur not going to be selling them urself, so u have to hire someone to sell them at the market ... consider urself lucky ur only paying 10%.So be it, do as you wish, I'd like the game MORE REAL
Yeah, as much as I hate it when my stuff doesn't sell because the market prices dropped after my posting, I hve to agree with Getus that it is pretty realistic.
But I would also like to say that I don't think removing the penalty would cause markets to fluctuate as much as you might think. I play another web game that has a pretty well developed market place with no fees or penalties to post or retract an offer. The only limit is that the price you can sell for must be within a certain reasonable range, which adjusts based on the current bids. That market combines buyers and sellers offers, so there is calculated some kind of average mid-market rate for that product and new offers must be within a certain range of that middle. Since offers outside of the required range would not likely sell anyway, the only purpose of the range limit is to prevent someone from significantly shifting the mid-market rate by posting ridiculous offers. The only thing some people don't like about that system is that it encourages "penny-bidders" or people who stay on their computers and constantly adjust their bid by 0.01 to keep it the best offer on the market. This practice can make it difficult to sell for the once-a-day people. But there are no fast and large fluctuations in that market setup, maybe only 10% per day.
But I would also like to say that I don't think removing the penalty would cause markets to fluctuate as much as you might think. I play another web game that has a pretty well developed market place with no fees or penalties to post or retract an offer. The only limit is that the price you can sell for must be within a certain reasonable range, which adjusts based on the current bids. That market combines buyers and sellers offers, so there is calculated some kind of average mid-market rate for that product and new offers must be within a certain range of that middle. Since offers outside of the required range would not likely sell anyway, the only purpose of the range limit is to prevent someone from significantly shifting the mid-market rate by posting ridiculous offers. The only thing some people don't like about that system is that it encourages "penny-bidders" or people who stay on their computers and constantly adjust their bid by 0.01 to keep it the best offer on the market. This practice can make it difficult to sell for the once-a-day people. But there are no fast and large fluctuations in that market setup, maybe only 10% per day.
I know that this topic is old, but my suggestion is essentially the same so I might as well use this topic.
We should have some ability to change the price on the market. This ability should be limited in some way, but it shouldn't cost another 10%. I would be happy if I could change only one price per day. Then we wouldn't have one person changing prices every few seconds, but goods at a price that has become too high won't be stuck.
The fact is that we often set a price based on imperfect information. At the time that I set the original price, it is often the lowest on the market. Then people come in after me and underbid me. That's fine, but please let me adjust too. One price change per person per day isn't going to hurt once-a-day players. In fact, it will help them because it's the on-all-the-time players who can divide their goods into smaller lots and post throughout the day, thereby reducing the risk of having a large lot stuck on the market.
We should have some ability to change the price on the market. This ability should be limited in some way, but it shouldn't cost another 10%. I would be happy if I could change only one price per day. Then we wouldn't have one person changing prices every few seconds, but goods at a price that has become too high won't be stuck.
The fact is that we often set a price based on imperfect information. At the time that I set the original price, it is often the lowest on the market. Then people come in after me and underbid me. That's fine, but please let me adjust too. One price change per person per day isn't going to hurt once-a-day players. In fact, it will help them because it's the on-all-the-time players who can divide their goods into smaller lots and post throughout the day, thereby reducing the risk of having a large lot stuck on the market.