I want to analyze
"markets" in MMORPGS in an effort to design a better one.
I'll point out specific traits of some games, but I'm not going to go
through the list, review style. I'm more interested in the player's
needs and motivations.
First up, you need a
center of commerce. Whether that is an "Auction House" or a
open air market in the center of town or whatever, you need a place
players can go and quickly find everything they need, and sell the
stuff they have. You should have all items of a single type in a
single place, be that a single vendor or a single interface to a
larger market system. You should not have to go to 5 different places
to see all the offers for a single item you want. Selling your items
should be easy and you should be able to get a fair price for them.
Again, you should not have to go to 5 places to see all the offers to
buy your item.
Ok. Now let's look at the
players. Most players just want to buy and sell their items quickly,
easily, and for a fair price. Some people just want to get rich. Ok,
that's fine. If you can accommodate these players while not harming
the first group, that's all good. But if there is conflict, the
first group is deferred to. Lastly, there is a group that simply
desires control over a specific market. These people are toxic to
both of the other groups in some way, and should be discouraged.
Before I continue, it's
important to clearly specify why the “control the market” group
is being treated so roughly. There are two ways to “control a
market”, monopoly or flooding it with cheap goods. Monopolists are
easy to stop, but there is nothing you can do if someone is dedicated
to flooding a market, and they have the ability to do it. A flooded
market is great for people trying to buy the goods, but is terrible
for people trying to sell their goods. You can slow them down, but
not outright stop them.
Here are two examples of
that. Someone wants to control the raid flask market in World of
Warcraft. So they mercilessly farm herbs (Or use a bot to gather
them.) then undercut everyone else, possibly even to the point of
selling the flasks for less than the herbs would have sold for by
themselves. A counter to this would be to put in a way to “salvage”
the crafted item so it can be converted losslessly to it's component
parts. Of course, if the component parts are being botted into the
same state, the botting would have to be addressed as well. The
second example, also in World of Warcraft, involves crafted armor.
You craft them with components made with daily cooldowns in your
Garrison, but you can have 11 Garrisons on a server, each with their
own crafting buildings. The counter to this is to limit a player to
one Garrison, or to one crafting building of the same type across all
Garrisons and one cooldown of the crafting mat per account. Of
course, if the player starts multiple accounts to have more crafting
buildings and cooldowns, there is nothing you can do about it. Some
people are just that driven by the need to control.
Back to the market. The
next thing you need is a known normal price for every item. Eve
Online does this by region, with an average transaction price for
every item across that entire region. When you attempt to buy or sell
an item you see the current average price. Very nice! World of
Warcraft is the exact opposite, you see the “vendor price” that
was assigned to it when the item was added to the game, which is
almost certainly absurdly low. You are then faced with a complete
lack of knowledge about the item. The exception is if you're a dealer
of that item, or if there are enough of them in the market.
Next, there is the problem
of unlimited craftability. If your system allows you to make as many
of an item as you want, and doesn't allow that item to be salvaged
back to it's component parts, then the result is markets flooded with
those items. The way to make this even worse is to require the player
to make a lot of items to increase their crafting skill. I like
crafted items. I think most if not virtually all items in game should
be made by the players themselves. I think it's absurd that some npc
with the apparent intelligence of a rock living in a cave somewhere
can miraculously have access to equipment superior to anything your
civilization can produce.
Last, the interface. I
want to have a search window that lets you select two categories,
like “Armor” and “Leather”, then a text search that refines
further. (Use the text search at any time if your search phrase is
specific enough.) Then each item is in the form:
Item name Average
sale Qty Best buy price Buy button Display details
Item name is also a mouse
over that shows a tool tip detailing the useful features of the item
(stats, armor values, materials it's composed of, etc.) Average sale
is the average of recent sales of that item. Qty is the number of
them currently for sale. Best buy price is the the price of the
lowest price item in the sell list, Buy button pulls up the “Buy”
dialog, where you can buy the cheapest or set up a buy order, and the
Display details buttons pulls up the list of recent sales that the
average is based on, the lists of buy and sell orders.
So far, this is like Eve
Online, but with a slightly different interface. And shorter orders.
To sell an item, drag and
drop it into a box at the bottom. That pulls up the sell order
interface, where you select Start price and price rate drop. All
sales have a 48 hour duration, and can be extended for 24 more hours
after the first 18 hours. You can extend them forever. The cost to
put in the sell order is 1/4% of the item average price and to extend
the sale, 1/4%. You pay a fee of 5% when the item sells. If you
cancel or allow the listing to expire, you get the item back. The
defaults are Start price is average price + 10% and the start price
rate drop is 5% every 24 hours.
When you extend the sale,
which you must do once a day if you want the item to stay listed, you
can either “let it ride”, reset to default (!0% over, 5% drop per
24 hours.) or enter new values. You need to actively monitor your
market orders by checking in on them once a day. (Note: If you want
to just change the settings without extending the sale, you can do
that any time, but it still costs you 1/4%.)
Buy orders work similarly.
Except the default is 10% under average value and drift is 5% per 24
hours up. Otherwise, the same rules apply. When you put in a buy
order, the maximum possible sell price is taken and goes into escrow.
There are no fees for buy orders.
If a buy order and a sell
order drift into each other, a sale is automatically made and both
orders are removed from the market.
If you're coming in blind
and just have an item to buy or sell (The majority of people.) the
best strategy is just accept the defaults and wait up to 48 hours for
a sale. Of course, most buyers want their item now, and will likely
accept the best current price if it's not too far from the average.
If you're selling items for a living, and you know the market, you
can put in carefully thought out initial values and then extend the
order once a day for the duration you expect it to go.
If you start a buy or sell
order with the defaults and it doesn't transact, then the market is
either stale (Very few buyers.) or it has drifted off average too
far. Resetting to defaults with adjust to the new average and extend
the order.
If the defaults are tuned
right, and the fees tuned right, the result should be a system where
the majority or people trust the “average price” and either buy /
sell at best price or put in a contract at defaults. The result
should be a self tracking average price tracker that is difficult to
manipulate.
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