
Originally Posted by
Tohe-Spidhire
I perceive that part of the issue revolves around players that want to level crafting quickly, so they churn out X amount of NQ stuff, then post to the marketboard, flooding the market, instead of just tossing the stuff.
Or maybe someone does a bunch of hunting for exp., then quickly posts a stack of raw mats before logging out. This is observable where there’s a bunch of (say) hides posted, 2-3 at a time (mostly NQ), for a pittance, which just sits there until someone comes along to clear it out.
Contrast this with an organized crafter that, using a combination of HQ crafting gear and mats, will craft HQ gear and tools/weapons for posting to the marketboard at a premium.
The constraint on this market activity is the retainer system, where everyone is limited by the number of items that their retainers can place on the marketboard, the exception being new players that don’t have access to retainers, essentially forcing them to vendor stuff for a pittance.
As a solution to the issue, “Why can’t I just buy a portion of that stack of mats,” it might be doable to have a wholesaler system, with representatives outside of villages, upon whom you can dump those assorted mats out of your inventory. Payment for those mats would be on par with vendoring, but they are then lumped together for purchase through a commodity system (representatives in the cities).
Of course, players can still post stuff to the marketboard, but for NQ mats there is incentive to sell quickly to a wholesaler, with crafters then being able to buy portions of the available mats through the commodity reps.
With this system being standalone from the marketboard, any economic issues caused by the wholesaler/commodity exchange system can be disabled by closing the exchange (presumably by order of the regional governments).