inVoh wrote:Kim! wrote:Who says they don't already start at level 30? A lot of new players take less than a week to hit 30. I've had newbies in my city who we have helped via coordinated communication with city offers and selling items for base gold on the tradehouse. We have one player who started less than 2 months ago who is already worth 26g. I'd trade 1 week of newbie leveling time for a free market. It's already free anyway, except you need to use gems, it's simply about removing the restrictions of gold.
There's a big difference between a high level city power leveling a newbie and what a new player can do on their own... there are still ways to gain levels/gold quickly but at least it takes a little more knowledge than "spend all your gems flipping keys", etc. I loved the early game so I'm glad there's an effort made to help preserve it. The caps also prevent players from setting traps at higher levels, like accidentally overpaying hundreds of millions because you thought an M was a K or the price jumped without you noticing it.
Also gems are slightly regulated now too, new players can't use them on trade til level 20 and items do have gem caps, though those only matter on a handful of items (like primal keys).
10x base price is not enough though, because the value of the items are much more than that when you add surcharge, price increase and impatient request. It comes to around 4.5x base price. Which means you can only sell an item for gold roughly 2x more than an impatient customer would buy it for. That leaves little room for price fluctuation. It's also obvious it's not working when no high demand items can be sold for gold anymore.
Hmm? Surcharge == x1.5, Price increase == x1.25 (craftline) or x1.5 (chest, package), impatient == x2, right?
so 1.5 * 1.25 * 2 = x 3.75 or 1.5 * 1.5 * 2 = x 4.5.
Maybe a slightly higher cap for chest/package items vs craftline items could be reasonable to account for the x1.5 vs x1.25 difference.
But looking at what I can buy from the tradehouse to sell to an impatient for profit vs what I could buy from the tradehouse to sell for profit before impatient existed, I'm guessing the introduction of impatient just doubled tradehouse prices of commons and goods that aren't even precrafts to where instead of being at or above sell breakeven they are now nearly all at or above impatient breakeven...
(Azure Boots seem to be consistently priced below that x 3.75, but I can't recall many others consistently below that x 3.75/x4.5; other than for impatients, there should be little demand for the vast majority of common and good items on the tradehouse, so cap at 5x, 10x, x20 shouldn't affect prices at all except for the tiny part of the super high demand items that can throw the early game all out of whack...)
And I guess "when no high demand items can be sold for gold anymore" was meant to be "when no high demand items can be bought [in a reasonable timeframe] for gold anymore"? If my authorised alt gets a nice flawless from a blue/purple bag most of the time it near insta-sells for cap gold on the tradehouse; always demand for C+F fodder from late game players, no matter the price, since time is the more valuable commodity if gold is near endless...
Personally I see your reasoning a bit like "the northpole is melting, so let's just melt it faster, so we can use it as a shipping lane soon.", while I'd prefer doing something to slow or reverse the melting...