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"Auction-style" magic shoppes
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<blockquote data-quote="CapnZapp" data-source="post: 7137757" data-attributes="member: 12731"><p>That's the idea, so it's more kind of a "reverse auction". (But still no actual auction)</p><p></p><p>The point is to downplay the importance of having objectively correct prices, and to turn the fact that an item can be much more valuable for one character than the next from a liability into an asset.</p><p></p><p>If you really want an item, you might be prepared to purchase it at a premium, to avoid the risk of the item disappearing.</p><p></p><p>Items you don't particularly need you can afford to play it cool and wait for the price to go down. </p><p></p><p>The point is to make the system self-regulating. A fixed price list runs the risk of getting some items wrong, underestimating their power and utility, and therefore throwing balance out of whack by being items you can buy "too cheap".</p><p></p><p>With a system like this, prices are always fluctuating, and an item can't be reliably picked up "too cheap" - you need both luck and a steady hand to pick up something "too cheap".</p><p></p><p>But if you manage to wait it out, chances are you didn't particularly need it anyway, so then the fact you got it cheap doesn't throw balance off as much.</p><p></p><p>That's the idea anyhow... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7137757, member: 12731"] That's the idea, so it's more kind of a "reverse auction". (But still no actual auction) The point is to downplay the importance of having objectively correct prices, and to turn the fact that an item can be much more valuable for one character than the next from a liability into an asset. If you really want an item, you might be prepared to purchase it at a premium, to avoid the risk of the item disappearing. Items you don't particularly need you can afford to play it cool and wait for the price to go down. The point is to make the system self-regulating. A fixed price list runs the risk of getting some items wrong, underestimating their power and utility, and therefore throwing balance out of whack by being items you can buy "too cheap". With a system like this, prices are always fluctuating, and an item can't be reliably picked up "too cheap" - you need both luck and a steady hand to pick up something "too cheap". But if you manage to wait it out, chances are you didn't particularly need it anyway, so then the fact you got it cheap doesn't throw balance off as much. That's the idea anyhow... :) [/QUOTE]
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