Ashrem
Oh Wise One
? That's not what I said. I said in a better designed interface you would be able to do that, while here you have the constant worry about accepting a trade you didn't mean to accept when the latency catches up and suddenly shifts the trade under the mouse.@Ashrem You are correct that you can simply accept or reject a trade.
I take issue with several tightly packed points there.But in trading that rejection or acceptance is usually accompanied by a whole lot of other things, including an ability to make offers which other's might consider "gouging".
[/QUOTE]How much higher than 1:8 would trades have to be for you to consider them gouging? Because I think 1:8 is already gouging, even 1:1.5, which is common in Sentient offers on my world.
[QUOTE="ajqtrz, post: 193426, member: 8440"][USER=4971]@AshremIn this game such variances in the market are not allowed and thus trading it taxed in it's "range of motion." Anything taxed unnecessarily is not efficient and inefficiencies always weaken the markets, in my opinion, in this case, the game.
- That game rules are tax (which position, in my estimation, exists solely to justify the rest of the tax analogy)
- That the rule is unnecessary (which perforce disagrees with the inefficiency of the market)
- That the rule weakens the market
If the system were more-nearly perfect, and there was no chance of any player ever accepting a trade they didn't intend to, then there would be fewer issues. As it stands, a single accidental accept can be costly. with no rules limitting how lopsided trades can be, a single mis-click would be more frequently devastating.
And it would be a different game. I'm okay with people who want to play that game finding a game like that.@Ashrem
Having said that I guess what the advantage of allowing cross-tier (I mean the players allowing it freely) AND the game allowing a full variation in values would mean is that there would be a whole aspect of the game opened up -- traders would really be traders and would "play the markets" as a strategy for raising resources for their city. That's what's missing in this game and I'd like to see it exactly because it's an aspect of games like this that I truly like, and am pretty good at as well (Okay, I admit it's a bit selfish of me, )