Post:Commodities/Contracts Rewrite - 08/17/2011 - 15:48: Difference between revisions

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Re: Commodities/Contracts Rewrite · on 08/17/2011 03:48 PM CDT 1174
>>How soon is soon? Because this sounds way more tolerable than shuffling around contract trading.

I'm not confident enough to give a timeframe. I won't even start putting the heavy work into it until after X3 comes out, so not for a while yet.

>>Sounds more like commodities are being expanded and taking over the contract system. Which I like, because some of the contracts shipped are just WIERD.

That's basically correct.

>>About how long will an "event" last? If I'm in Crossing and hear of a rumor of the Dirge guardhouse paying a premium for new swords, and it takes me 3 minutes to get to a supplier of swords in Knife Clan and 10 minutes to haul to Dirge, will the "event" be over?

Events will last a number of hours, so while you WILL be able to get an event in its final few minutes it will likely not be the common case.

>>So basically a contract is the system holding your hand for a cut of the profit, and/or a cut of losses. Is there going to be a time limit on this "contract"? Because if the price fluctuates, depending on how long you hold onto the commodity, you would affect your profit/loss.

There will - the Guild will only guarantee a contract for a certain number of hours (probably one IG day but that's just a top-of-the-head guess). After a certain point you'll lose your safety net from the contract.

>>would some degrade over time?

Yep. Decayable Goods will have a 'decay delay', which is their effective shelf life. After that, it will have a 'decay rate', which is a rate at which the Good decays by X%. After it's at 25% of its original value, it's considered entirely decayed.

I have no plans to introduce super long-term decays, like wood rotting or beer skunking, but it's technically possible I.




New Info

One thing I forgot to mention is automatic population/depopulation of goods.

* Trading posts can produce or consume Goods at an automatic rate.
* Some Goods will require other Goods for production - For instance, one crate of iron bars might require 3 carts of iron ore in order for the bars to be produced (which would consume the iron ore).
* In this way, production chains can be established. Perhaps there's a specific mine that has Elven Silver Ore, and there's a post somewhere across Elanthia that processes Elven Silver Ore into Elven Silver Bars, which when taken to a particular jeweler will produce spools of Elven Silver Wire, which in turn is used by an armory in Leth to produce Elven Silver Chainmail or something. The trader that discovers and capitalizes on these chains can make a very significant profit.

Keep the questions coming :)

This message was originally posted in The Traders \ General Discussions -- Traders, by DR-SOCHARIS on the play.net forums.