Sun Sep 26, 2010 8:57 pm by Tait
Ideas:
* add cost to post & expire postings
the market could easily be fixed by adding a minimum charge to sell a product on the market, and expire the listing at a certain date (like 7 days from listing time). This would cut down on extraneous postings that stay up for months, and also drive up the minimum price items sell for (it would be a lot harder to sell 449,000 stone at 0.01 if it costs 10k for that posting, for example). the cost could be fixed (which would raise the min price to a fixed point), or based on quantity/relative-unit-worth
* min price change
change the minimum prices (and remove items below that line and above max line). Like, the cheapest you can now sell resources for is 0.10 each.
* fewer resources
there are way tooo many resources available. high levels have multipe cities at all max resources plus tech upgrades and already CREATE enough resources to crash a market (there is no balance - early on a server, there are no high level players with maxed cities. over time, there are lots) plus the outrageously easy-to-obtain resources at unowned forts. there needs to be balance. either lower resources per "thing" (oasis, upgraded resource, fort, etc), or sliding scale on earnability as you rank up to prevent oversaturation (or as someone was able to repeat jargon they heard on TV, "supply and demand" - duh) of the market over time.