NPC price....
Moderator: moderators
NPC price....
I would like to suggest the selling price for raw material to lock for some case.
like wood q0 and steel q0.
Lock the selling of q0 Steel above 135c(NPC price) and wood q0 above 75c(NPC price).
Because selling it above that price look like cheating and some newbie don't know about the NPC. The will stop some newbie making mistake and the big damp of steel q0 above 135c will be removed too.
like wood q0 and steel q0.
Lock the selling of q0 Steel above 135c(NPC price) and wood q0 above 75c(NPC price).
Because selling it above that price look like cheating and some newbie don't know about the NPC. The will stop some newbie making mistake and the big damp of steel q0 above 135c will be removed too.
maximum and minimum
good, also lock all goods prices for a minimum of average production coast may be..............for those who dont know the coast of production , not to buy below it and get banned...............many realy dont know how much it coasts and get cought.......
ya......i am also thinking about that min selling price too. but it will be a little complicated. but it will not be really hard if some all the mod see the market regularly and approve a price(by looking the fax and market). so, the admin can set the approved price.
example for some products.
production cost_____Profit(10%)____Min selling price.
(not exact, approx)__(Profit=exceptaion fo some case)
Steel = 110c__________11c__________122c (that will be nearly the same as selling in the market 135-10%)
Wood = 25c_________(mod approval)_____40c
Main products that need mod approval are raw materials.
Just my 2cents.
example for some products.
production cost_____Profit(10%)____Min selling price.
(not exact, approx)__(Profit=exceptaion fo some case)
Steel = 110c__________11c__________122c (that will be nearly the same as selling in the market 135-10%)
Wood = 25c_________(mod approval)_____40c
Main products that need mod approval are raw materials.
Just my 2cents.

ya.....i have seen and know the forum a long time ago. but this is not exactly the same as the old one which have been posted. the reasons will be the same but not at the point of controlling the cheaters and all.farmboy wrote:something like this has been said before and it was turned down
Last edited by Guest on 10.09.2007, 19:16, edited 1 time in total.
disagree
I disagree on the minimum selling price. There have been times when I just want to dump something on the market for some quick cash. I don't give it away, but certainly don't cover my costs. This emulates real life, and should be allowed in the game.
A better way to track cheaters would be to examine those transactions that do occur below cost. A simple SQL statement could be used to determine if the same buyer/seller combination occurs in a large percentage of the transactions. This would be the alert that the two accounts are being misused.
FYI, selling a product at significantly greater than the standard asking price creates the same shift in wealth as selling something too low. For example, the primary account puts wood on market at 500c ea. The secondary account buys the wood. In order to effectively deal with the issue, both types of transactions need to be controlled.
A better way to track cheaters would be to examine those transactions that do occur below cost. A simple SQL statement could be used to determine if the same buyer/seller combination occurs in a large percentage of the transactions. This would be the alert that the two accounts are being misused.
FYI, selling a product at significantly greater than the standard asking price creates the same shift in wealth as selling something too low. For example, the primary account puts wood on market at 500c ea. The secondary account buys the wood. In order to effectively deal with the issue, both types of transactions need to be controlled.
Re: disagree
I *think* no products need to sell below cost for quick cash. If you have to do like that you shouldn't even produce this thing as it is not worth.MaineForrests wrote:I disagree on the minimum selling price. There have been times when I just want to dump something on the market for some quick cash. I don't give it away, but certainly don't cover my costs. This emulates real life, and should be allowed in the game.
A better way to track cheaters would be to examine those transactions that do occur below cost. A simple SQL statement could be used to determine if the same buyer/seller combination occurs in a large percentage of the transactions. This would be the alert that the two accounts are being misused.
Just example.
Steel production cost at most 110c and you can sell it at 133c in the market which will sold out as soon as you put it.
Wood production cost at most 30c and you can sell it at 49c now in the market which will also sold out as soon as it get to the market.
Stone - cost 6c with the price of 13c sold very quick.
the same to water - cost 0.03c most sell 0.08c fast
power too cost 0.03c most and sell at 0.07c really fast
Just see every main source. So why will you sell anything for undercost and why still producing that which can't even sell quickly at the production cost.
Exception : Some contest product cost a lot more than market price after the contest as price for the things needed to produce got higher which could be also look after by the mods.
clarification
I think you are reading into this that it is a regular occurrence. If it happened every day, then you are absolutely correct that I should stop making the item as I am losing money. However, if occasionally I need money, I should be able to dump product.
The bigger issue here is how to stop the misuse of accounts. The better way to do this is to let the free market work rather than establish artificial boundaries. Transactions could then be monitored by the system for abuse.
The bigger issue here is how to stop the misuse of accounts. The better way to do this is to let the free market work rather than establish artificial boundaries. Transactions could then be monitored by the system for abuse.