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Found 5 results

  1. Basically a thread for everything you cant buy on market. -Blueprints -Custom build to order ships -Crafting hours -Your soul Post what you have or what you want! - Make sure to post what server you are on - Remember to comment if your name in game differs from here.
  2. I think we need auction house for ships and some goods, already many examples in other games. Port can take more tax from auction, may be 2 times the normal tax. So you can put ships / amount of goods / upgrades etc. on auction. You select a starting price / instant buy price / default duration for auction. Increments should be minimum %5 of the starting auction price. *** Helps to stabilize prices for many stuff, community has some idea, what a real price for the selected good is depending on current supply and demand. *** Very active place to sell good ships / upgrades etc. *** Makes capitols more active. *** Gives more meaning to ship crafting / benefits crafting good ships. *** Easy to use feature for many players instead of using forum as auction house. *** May be introduce dubloons aside from reals for using in auction house. * I can not think a negative thing about auctions and auction house, but lots of positives. This idea can be much more improved, what do you guys think ?
  3. New player on the PvE server here, with economy suggestions. I've hunted around for this and I apologize in advance if the issues have already been addressed somewhere. Improving communication between buyers and sellers in-game will boost the level of economic activity, particularly by newer players. I haven't played on the PvP server yet much but it seems like this might boost the number of targets for you all as well. Two suggestions, either of which might help. 1) Make contracts to buy visible on the trader tool. If I understand the codes it currently shows (A)vailable, (P)roduces and (C)onsumes. Add a column to display (B)uyers. 2) Provision outposts so owners can post notices and advertise their presence in a town. I am guessing free-format notes would probably overload the servers so this would need to be standardized. The content could be limited to nationality, clan, and commodities bought or sold. All optional elements as there might be situations were you would want to post products for sale but not advertise nationality or clan. The notices would need to expire, possibly five days after the player's last contract at that outpost. (And YES the new tutorial was extremely helpful to a new player trying to wrap my head around the cannon mechanics!)
  4. Unfortunately Early Access is a big kill for traders... ALL former updates and upcoming ones are focused on battles.. Historically.. it was us traders that supplied the tissues for captains and sailers to wipe their bottoms; and it was us who decided the outcome of wars.. Please developers put more trade features.. as a start.. increase capacity of contracts. 5 is even too little for a 5 yr old novice trader.
  5. I moved/reposted on Admin Trade input post http://forum.game-labs.net/index.php?/topic/6184-trading-and-economy-feedback/ Firstly, I am not suggesting when in port we see other port prices and product. Only Current Port. When buying or selling, we use the current system. Prices are best available. Qty at best price remaining in port is ##, Whether addition qty is available 'qty','+' at higher/lower price When placing contracts we have additional options. Visible trade offers for all same product. Lists qty and price of current contracts, allowing better gauge of how best to price your own. Player specific trade - Place private contract, only visible and interactable by the named seller & Buyer. Guild/Fleet Specific trade - Place Guild/Fleet contract, Only available to NAMED GUILD/FLEET, this need not be your own fleet. Cash Transfer Contract - to individual or Named Guild/Fleet. Again does not have to be your own Fleet.
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