(09-02-2012, 11:37 PM)pigpenguin Wrote:(09-02-2012, 08:43 PM)fire897 Wrote: One thing I should say is that the server run shop needs to have sell prices. This way the main way of making money is gathering resources and selling them to the shop. Considering this is a legit building server gathering resources shouldn't be a problem for anyone. The sell prices would be the same as the buy prices(considering this is a server run shop, i'm not sure why anyone would be concerned about it making a profit). Consider the shop as more of a trading hub. However, we could adjust the buy and sell prices in case we needed to rebalance the economy. For example, considering people have too much money currently we do have the option to make the sell prices lower and the buy prices higher for a limited time if we feel it would help.
Good idea. I didnt think about the server shop having sell prices. I don't think, however, that the sell price should be the same as the buy price. Since the servershop sells items at a high price point, having the sell price identical to the buy price would make user shops useless.
Consider this example: At a shop, an iron ingot costs 8 dollars. At the server shop, it's 13 dollars. If the sell price at the server shop is also 13 dollars, why would the shop owner even bother stocking it if he can get more money from the server shop?
That's my initial thought. I'll post again when I think about it more.
I think you need to reread what I wrote. I guess I didn't make that point clear enough, ill edit it that sentence a little. My idea was to have the server trading hub replace user run shops. only two or three shops are ever restocked so I don't see why this would be a problem.