One of the main features of this server is the way the
economy works. When certain items are bought in one city, the price of that
type of item goes up while the price of that type of item everywhere else in
other cities goes down slightly to compensate. The reverse happens when
items are sold in a city. This makes for very interesting trade between
cities and a self balancing economy.
If 50 people buy thousands of gold worth of weapons in Torr for
example, the price of weapons in Torr will become astronomical while the price
of weapons everywhere else will go down. A player can buy weapons from another
town cheap and sell them in Torr and make a profit. As more weapons are sold to
Torr, the price goes back down and the other cities where players are buying
the weapons from will experience a rise in price to balance out.
Also, merchants will give big percentage bonuses for specific
items that they don't currently have. This bonus is usually 15% of the items
value. If you are selling a Longsword to merchant who doesn't have any
longswords for 100g, the merchant will give you an additional 15g when you sell
it. It is a good idea to bring different types of items when trading. Instead
of bringing 10 longswords to cash in on a high demand for weapons, mix in a
few different types of weapons to catch some big bonuses.
Tradeskilling players can also just make what is needed, if
they know how, and make good money that way also. Moving a lot of goods around
is a little dangerous however, bandits attack players with large loads of goods
and other players might stop you also. Stopping a merchant with a 50 ingots of
gold outside a town which demands it is quite tempting.
You should also consider that the main penalty for dying is the
loss of items and not XP. Several items can be destroyed upon your death (not
your respawn). Players will find themselves buying several items for
replacements or perhaps buying more "mundane" equipment so as not to lose a
fortune upon death. The item penalty does not take an items price into account.
The different categories of items that can be found in stores are:
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Ales |
Any Inn or Tavern Keeper. Different races
brew different kinds of ales |
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Meat |
Fish, Animals on farms or in the wild. Farm animals
carry much more quality meat than the meat found on hunted animals but
hunting is free. |
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Foodstuffs |
Crops, Fruits, Eggs and anything that is
"Harvested" from farm animals or the land besides meat. |
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Armor |
Crafted or found as treasure |
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Weapons |
Crafted or found as treasure |
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Clothing |
Crafted or found as treasure |
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Jewelry |
Crafted or found as treasure |
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Gems |
Crafted from rough stones found in mines or
found as treasure |
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Copper |
Copper ingots of any stack size. Copper generally used to make jewelry and
some weapons. Found in Torr Mines |
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Silver |
Silver ingots of any stack size |
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Gold |
Gold ingots of any stack size |
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Iron |
Titanium ingots of any stack size |
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Steel |
Steel ingots of any stack size |
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Titanium |
Titanium ingots of any stack size |
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Potions |
Potions of any type |
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Scrolls |
Spells Scrolls |
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Plants |
All manner of plants that are found in the
World of Torr |
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Leather |
Leathers and unrefined hides |
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Miscellaneous |
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You should note that the extremely rare materials such as
Mithril, Ithilnaur,
Kregora, Galvorn, Angilian and Eog are not trade commodities. These materials
are very valuable to anyone but they don't get traded between cities often
enough to affect market prices.
How Merchant Rates Fluctuate and Public Trading
Warning: Economical Kung Fu skills may be required to
understand the following.
When you buy items from a merchant, his sell rate goes up
slightly and when you sell items back to a merchant, his buy rate goes down
slightly. Essentially merchants will raise their sell prices when people are
buying and lower their buy rates when people keep selling them stuff. The
amount of change is approximately: 0.1 + (ItemValue/1000) per item.
Every 15 minutes or so, the stores go through a "Heartbeat"
which slowly "tightens" their buy and sell rates closer together on the order
of approximately 20% of their current difference. All stores will also suffer
a "stale" loss of about 0.1 percent to both rates, if left alone long enough,
store prices will fall. The buy and sell rate of a merchant can never close
to less than a 15 percent difference under any circumstance and can never go
over 200 percent.
Every Heartbeat the stores also have a chance of buying or
selling an item from every store to the "public". The public represents the
common people in the kingdom your store is located at who are shopping at your store.
Every kingdom has a different chance of buying and selling items from your
particular type of store. This depends on what type of store you have and the
particular supply and demand of that Kingdom. For example, Withertop is a fishing village so you can except a
good chance your meat store will see good business there but don't expect
your armor store to do so well. You also have to consider that whatever chance
your store has at buying and selling to the public is divided evenly by the
amount of other stores of the same type in that kingdom, this represents the
competition. If your merchant has a 10% chance at trading fish in a
particular kingdom but there are
10 other fish stores in town, your chance is now about 1%.
Once you "win" a trade from the public at your store the
system determines whether you sold something or had something bought from
you. The chances of whether you have something bought or sold is influenced
greatly by the amount of items in your store. If your store is almost empty,
you are almost guaranteed a "buy" and if your store has more than 20 items,
you can almost be sure of a "sell" to the public. A normal store over time
will hover around 10 items in it's inventory. If a store rarely sees business
however, you end up burning money on the merchants salary and eventually will
have to go out of business.
The economy also has a "Global Shift" which means when one
part of the world experiences a increasing economy, the rest of the worlds
economy will fall to compensate. When the buy or sell rate at a particular
store moves because of a trade, the buy or sell rates of every other store in
the world will move in the opposite direction by an equal amount divided by
the number of stores. That means if you change the sell rate of a store by 1
percent and there are 100 other stores in the world, they will all shift by
0.01 percent in the opposite direction. Doesn't sound like much? Look at it
this way, if all the stores on one half of the world have Buy and Sell
Rates approaching 200 because of good business, you can bet that the OTHER
side of the world will have buy and sell rates approaching zero. Then when
everyone buys stuff at the cheap stores and sells them at the pricey stores,
the economies will balance themselves out again.
The system has been designed to be a self-balancing and
self-correcting system. The prices of items sold at merchants cannot be
"dictated" by any hard-coded values. The system allows for the prices of
items to become whatever they are actually worth to the players in the game
without the market being flooded with junk are constantly dry on needed
items. This is another reason why the vast majority of the merchants will
(hopefully) be run by the players themselves who will be able to dictate
what's "hot" and what's not.
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