DeletedUser1161
Guest
Trading is still not working well in Elvenar. It wan't as much of a problem when quests rewarded unboosted goods, but now we are purely reliant on trade to run our cities. We need to be presented with a broader variety of trades. I propose the game would randomly select some trades from players at a similar city score to show in the trader. The random selection could refresh on a timed cycle, preventing players from gaming the system by opening the trader repeatedly until they find a preferred trade.
I say trading isn't working well because most of us only have a handful of active neighbors; only a subset of those post useful trades. Playing without a fellowship is impossible past the first couple chapters of the game now. Unboosted goods are too expensive to make and quests don't reward them. The farther a player progresses in the game, the higher the cost of unboosted factories and the less likely neighbors are to offer the bulk trades needed to support a large city. We can try to rely fellowships trades, but it's pretty easy for a fellowship to develop trade imbalances since we can't change boosts. Since fellowships are also the sole social structure in the game, players are also forced into choosing friends or trades.
The current distance algorithm used for undiscovered player trades doesn't work. Active cities are too sparse on the map. Mostly I'm offered pages and pages of wildly unfavorable trades from a player who seems to be giving goods to friends and alts. Other trades are from tiny cities only trading tier 1 goods. On a typical day there are no requests at all for my tier 2 and 3 boosted goods. Making the algorithm smarter, so I'm presented with random trades from similarly ranked cities, would go a long way towards giving players options outside of fellowships, and even allowing solo gameplay for those players who prefer it.
I say trading isn't working well because most of us only have a handful of active neighbors; only a subset of those post useful trades. Playing without a fellowship is impossible past the first couple chapters of the game now. Unboosted goods are too expensive to make and quests don't reward them. The farther a player progresses in the game, the higher the cost of unboosted factories and the less likely neighbors are to offer the bulk trades needed to support a large city. We can try to rely fellowships trades, but it's pretty easy for a fellowship to develop trade imbalances since we can't change boosts. Since fellowships are also the sole social structure in the game, players are also forced into choosing friends or trades.
The current distance algorithm used for undiscovered player trades doesn't work. Active cities are too sparse on the map. Mostly I'm offered pages and pages of wildly unfavorable trades from a player who seems to be giving goods to friends and alts. Other trades are from tiny cities only trading tier 1 goods. On a typical day there are no requests at all for my tier 2 and 3 boosted goods. Making the algorithm smarter, so I'm presented with random trades from similarly ranked cities, would go a long way towards giving players options outside of fellowships, and even allowing solo gameplay for those players who prefer it.