World of Warcraft's
Auction House only allows you to put in sell orders, and then only
with a "bid" price and a "buyout" price.
Eve Online's "Auction
House" (Simply referred to as the "Market") is
different, you can have sell orders AND buy orders, but there is no
bidding. The price is the price for the duration of the listing
unless the owner of the order specifically adjusts it.
And in both cases, adjust
those orders they do! Both games have armies of "traders"
that sit in the Auction House, Station dropping the price on the
items they are selling by 1 copper / .01 isk in an effort to make
THEIR item the "next one to sell."
Neither market has an
inherent mechanic to find the "Optimal price" where the law
of supply and the law of demand meet to find the price of the good at
the quantity it is available at. And by "inherent" I mean
the function brokers perform in the real world, connecting buyers to
sellers. In game, you interact with each other more or less directly.
You could argue that "traders" perform the function of
brokers, but they do not, they are either speculators or profiteers.
Eve has better tools, with a graph that shows price fluctuations over
time, and a constantly adjusting "average region price."
These are nice features.
Here's a possible solution
that would work with the current systems to streamline that entire
process: Auto incrementing buy / sell orders. Now, to be fair, this
is just a thought exercise. I'm not convinced the AH / Market systems
can really, fully work to produce true price equilibrium in all
cases. The basic problem is the laws of supply and demand must be
applied symmetrically. As a market gets smaller, the ability to
accurately assess the demand decreases in relation to the ability to
accurately assess the supply.
The system would track
"current price" as well as allow buy and sell orders as Eve
does. But no "bids" like WoW does. It's not an "Auction
House" any more, it's a brokered trading house.
When you enter a buy or
sell order, you are, of course given the option of just immediately
accepting the best available price. Or, you put in an order. The
default is to have the order be 10% above or below current (above for
sell orders, below for buy orders.) with a drift rate of 1% per hour
and a duration of 12 hours. In a market with high volume and perfect
price equilibrium, it would take 10 hours for your item to reach the
spot price and sell. If the item does not sell, it's delisted at 2%
below current price. You can, of course, adjust from the defaults on
an item by item basis, or change the base default to fit your
strategy if you do a lot of orders.
The market interface, by
default, would have one line per item type as opposed to one line for
every lot of items for sale. That line would tell you the current
average price, the current buy / sell price, and the number of items
for sale. You should be able to sort the list by any of those
criteria, or an item name search. A “show details” button gets
you to a screen that shows the current price on individual lots,
averages charts and sales volumes.
You might be thinking
“Well, I'll just game that by setting MY default start point to 2%
over the current price.” But if you try that, you realize why this
works: buy orders are also drifting upwards to meet you. If there are
enough buy and sell orders drifting towards each other, the most
logical course of action is to just accept the best available price.
The true purpose of the constantly adjusting prices is for
speculators to indirectly influence the current price. The aggregate
of their actions sets the “actual” price for people just playing
the game to easily buy and sell their goods for whatever the actual
price is.
Let's “what if” some
outlier scenarios and see what would probably happen:
Case 1: Speculator buys
out a low volume market and relists the items at a higher price.
People who want to buy see this because all the items are above
average. They put in a “buy order” at the default, 10% under
drifting up. People who obtain new instances of the item and want to
sell them see what's going on too, they set THEIR item to 20, 30,
even 50% (somewhere between current and what the monopolist is
trying.) These prices will merge towards center and either chase the
monopolist out, or be bought by him in turn. But he can't burn money
forever. The system's “perfect information” immediately informed
buyers and sellers of this manipulation attempt and gave them an easy
tool to deal with it.
Case 2: Way too many of an
item are being listed to sell for a price that is much higher than
the equilibrium, or “true market” price. By allowing the market
to automatically trend towards equilibrium instead of being propped
up by mass greed, the price in constantly pressured towards
equilibrium. If that price is so low the secondary market is
attractive, the excess inventory is removed that way. Also, less
items are crafted / farmed if the ability to convert them into
currency is reduced.
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