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Showing results for tags 'shop'.
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There have been a lot of suggestions for clan docks for ships and the like and there may be reasons why the game strategists prefer not to implement such approaches. However if there is nothing game breaking about it, and it is purely a question of logistics I would like to suggest a solution that provides for more flexibility at a clan level adn might be esier to implement. Suggestion When placing buy or sell contracts in the shop I can make them visible to 'clan only', 'All friendly clans', or 'everyone'. Default is 'everyone'. When placing a ship for auction I can make
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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 / u
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The cost (tax) of placing a buy bid is a significant fraction of the purchase price (default 10%). I dunno about anyone else but I get pretty peeved by the +1 bidding that goes on. So if I bid 300 for 500 logs some cheapskate comes along and bids 301gold, and another 302 and another 303 and so on. For me to outbid I have to ditch 15,000 gold and bid again. This is nonsense. Let's have a coded rule that requires any new highest bid to be at least 10% higher than the existing highest bid price. So for example, in the case of an existing bid of 300 gold any buying bid would have to be at le
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- bid spoilers
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I don't know if it is a bug or is intentional. I buy an item that shows it will sell for a profit at another port, obviously, I use the trader tool for this. So I sail to the port and a few times the item I want to sell is selling for 1 gold, instead of the price showing in the trader tool, even though I have reached the port and the tool should update, the tool still shows the profit price, while the shop is buying for 1 gold. Is this a bug that will be fixed or is it intentional?
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The shop is always empty after a combat mission. I have to reboot each time I return. I reported this pre hotfix 3 and it is still happening. I had to reboot after a ship of mine sold too in order to show the price. Can you please fix this.
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Hi everyone, I was just wondering : how does the shop replenish its number of buyable guns between each turn/battle exactly? Does it increase by a fixed amount for each rifle, or is the pool set to a fixed number for every turn/battle? Basically, should I stock up on repeaters, rifled muskets and sharpshooter rifles as soon as I can, or will the guns that I haven't bought in turn one be available and added to those that appear later? Thanks a lot, Antoine
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My Fellow Sailors: A few ideas i have thought about, and talked about on global, have finally been written down. A few of these have been brewing for awhile, and a few came up while writing. Im sure most of these have been talked about, and may be in the forums. No, i didn't search the forum for these topics. No, i don't really care if there are other threads covering these. These are my thought, basically as they came to me, either through reading notes or remembering conversations. Lets help the devs bring out the potential of Naval Action.
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Hello. I generally really like the idea of the trading/resource system as it is right now. Sure, it might need some tweaks here and there, but compared to the general MMO, it really stands out for me. But there is something that gets me worried, in terms of "it might make trading dull". As stated in this post: http://forum.game-labs.net/index.php?/topic/12052-public-api-for-naval-action/ server data such as item prices, item stock at ports etc. get exposed to the general public in order to make them able to develop web applications that contain live information of the game's market and eco