Skip to content
TORNLIFE More

Market 2.0

Started by unown [2166500] on in Suggestions.

52 replies · 704 views · thread synced · 10 days ago · View on torn.com
About this thread

Posts archived: 53 / 53 posts (100%) · the total is Torn's reply count + the opening post at the last fetch

Counted by TornLife from the archived posts.

Archived posts
53
Discussion span
→
Authority score
45 / 100
Historical score
25 / 100
Story score
52 / 100
Engagement score
73 / 100

People posting, likes and official posts are not counted for this thread yet: on threads longer than one page they come from a periodic pass over the archive, which has not covered it.

Most-liked replies

Mentioned in this thread

Baldr [1847600] ×1

unown [2166500]
Hello this thread is archived for reference and is no longer an active suggestion please head here







Market 2.0 Phase 1

Improving market UI

- Add a way to see how much an item is bought on the market at any given day tracked through time
- Add a 24h time so traders can track items accurately
- Add a sorting option for circulation to filter out inactive accounts based on last login time
- Add a way to see how many of a given item is bought by an NPC and tracked through time
- Add a way to see how much of an item is consumed by players (only applies to consumable items)
- Add a way to sort Weapons and armor by stat
- Add a way to see how much an item is bought on the market at any given day tracked through time
- Add a way to see line graphs as bar graphs interchangeably
- Add A Favorites tab to the market where you can put items you wish to track or buy often

-------------------------------------------------------------------------------------------------------------

Add a buy-sell order system replacing the item market/Bazaar method detailed above.

This new system operates on a brokerage system and the concept of "Sell Orders" and "Buy Orders". This means all requests will be either a buy or sell order that is going through a broker

The market will guarantee that players receive or sell the requested item for the price they have specified if the request can be fulfilled immediately, or possibly for a better price if no immediate fulfillment is possible and the order gets listed on the market. In the case of Armor and weapons, which are bought based on stat an additional variable must be created to pay for a requested stat and not just the item itself. Market orders will also be fulfilled in part with anything over one item.

The market differentiates between buy orders and sells orders. They are functionally identical with the main difference being that buy orders are waiting to buy something and sell orders are waiting to sell something respectively. A buy order asks for an item to be provided and offers money, while a sell order asks for money and offers an item. Because buy orders require money to be held by the game system players may abuse this system and use it as a personal vault to fix this (comment down below a suggestion)

The reason this should assist is this will create a gap which will show what players will pay for an item and how much they will sell it for. This also will create a form of market PvP as traders will have to keep tabs on everything they buy or sell. Now that they are limited to how many slots they have and will have to prioritize trade in certain items. This also will create a buffer zone for new players who want to get into trading and make interacting with the market as a whole easier.

Market Tax

Because Player owned Bazaars will not exist anymore torn's market tax will now be applied to everyone buying and selling items

Sales taxes are due after an item has been sold, and are payable by the seller. They will be automatically deducted from the sales transaction by a % and is controlled by the Torn Economist.



-----
Broker Fee

Upon setting up a buy or sell order or changing the price on a buy or sell order a Broker Fee must be paid to the game system to complete the request. This non-percentage based price is controlled by the Torn Economist.



The Reason we want a broker fee and a Market Tax is this would create a Direct way for torn to combat inflation of money/ upgrade the current price sink in the game for the market.

-----
Market slots

In this system, Each player starts with one market slot which can be used for a buy order or a sell order respectively once this slot is used the order must be fulfilled or canceled

Players start out with one market slot This can be increased with points from the points shop (Please suggest a point amount in the comments they will be added below) Max infinite however the cost will scale just like Merritts resets. And you will only be able to create 1 buy and 1 sell order per item.

DISCLAIMER! [I am unaware of the Dev teams take on merits but because more are being added to the game at some point more things will have to be added to use them as well]
So players will also be able to increase their market slots with merit points Max 10 (This only applies to merit points be maxed to 10 you can still get infinite market slots threw points stated above)


This slot system adds a game mechanic for dedicated traders in torn and it also creates a real reason for people to sell to traders or become traders themselves other than getting their money right away which this system would eliminate traders mostly otherwise with buy orders. This also creates a cap so people do not spam hundreds of buy orders everywhere. Currently, The only reason to sell to a trader is to get your money quickly then if you were to trade it yourself. Or to trade items that are mostly worthless. Or to prevent a Buy Mug. Or You are trading an exceedingly rare item that's worth too much to put on the market for most people like a dirty bomb.

---

This post will accumulate 1000 likes before being reviewed by the devs 100 is just to easy these days.

A message to ChedBurn Once you have read this Document and are seeking to cast judgment to know this With whatever you reply There will be a response back I ask that you read this reply or replies and reply again thank you

Please comment your thoughts in detail below ;)

-unown

-------------------------------------------------------------------------------------------------------------

Comment suggestions

Market orders will also be fulfilled in part with anything over one item. BurgerSingh [2095421]

Because buy orders require money to be held by the game system players may abuse this system and use it as a personal vault to fix this (comment down below a suggestion) BurgerSingh [2095421]

(This only applies to merit points be maxed to 10 you can still get infinite market slots threw points stated above) Baldr [1847600]

Mentions: Baldr [1847600]

Overseer [2143302]
I don't think it necessarily needs to eliminate bazaars. It can still be ratified on the justification that bazaars only show 3 of any items on the market screen. This would be be much more convenient.
BeerDrinker [2140025]
Not gonna lie, don't like the bazaar removal.

It seems detrimental to an economy to place a restriction on items you can place. I support most of the market UI changes, but for the most part, I disagree with the points you're making.
oraN [1778676]
i'm super neutral on this, not that this would affect me..but i believe market system as of now (except the pain of removing items) is fine as is. buy and sell orders are somethings i kept in mind but they too just would be 'extra' or a nuisance to traders, we are not even sure if torn's system is structured for a buy/sell order system or if its even technically feasible (Don't fix if it ain't broke)

all in all, item tracking sounds like a good thing, and i R+ for that alone. also i'd rather pay fee's than taxes because **** taxes. all the other mechanisms at best would promote individual tradings but at the same time remove money from the game. remove money = bad bad.

I would still love Ched's reaction to this so 100 would make sense and perhaps a serious look at 1000 R+.
Baldr [1847600] Reporter
Fees to buy. Fees to sell. And limited to only selling a few types of items. Horrible idea. It either kills trading or forces it to all be done via trades to avoid bazaars.
part_timer [1533745]
I’ve got nothing against a universal sales tax, I’m for more information, but I’m really against sales / buy orders:
  • There is already a system in place where the seller picks a price to sell at (market/bazaar) and the buyer chooses a price to buy at (the buyer either buys or doesn’t)
  • The present system promotes activity.
    The sell/buy order system would have to run 24/7
  • With most savvy folks setting a buy order for substantially under the market price, errors in sell orders would be an instant loss - and vice versa  for errors on buy orders 
  • Demand on both buy and sell orders would exceed supply of cheap buys or expensive sells, particularly on popular items.
    What order would the orders be fulfilled in? 
  • Would there be limits on quantity?
    If a buy order for a gazillion African Violets got to the head of the queue, that trader would get all of the Items at that price until the order was fulfilled. 
  • How would a buy order be fulfilled cash wise?
    Is the buy order also a promissory note where the funds are locked in the buy order (Mug protection 2.0) or does the buyer have to sit with sufficient funds to fulfill the buy order (mug buff)
In summary the current system for trading promotes activity, dissuades the lazy, and there’s an element of competence required to be a successful trader. 

While led I applaud the concept, this system makes trading so easy nearly anyone could do it, and has great potential for exploitation
Baldr [1847600] Reporter
"This also creates a cap so people do not spam hundreds of buy orders everywhere. "

Exactly the opposite. Once people can only sell a very few items in the market due to these artificial limits, then the only way to sell lots of items will be to do it through trades.  And that means advertising that you have the item available for sale, because you can't trade it with someone if they don't know you have it.

So you'll have forum threads were people are selling, you'll have more posts to trade chat, you'll have more spam in PM's, etc.

You're adding major limitations on buying and selling through the system, which forces most business to be done via trades, and without advertising, trades don't work.  

Personally, I find trading is a lot of work already, and if you start adding all these fee's, limiting how many items can be sold in the market, forcing us to jump through hoops to do sales, etc, I'll just stop.  Less profit, more work, no thanks.  I'm sure someone will do it, but not me.
BossHogg [1986248]
I disagree with the removal of bazaars, they're perfect for chucking all my surplus goods, I would be severely restricted with the new system.
SodaDrinker [2255493]
Although this would certainly increase the market liquidity a lot and make trading faster, its possible consequences are relatively uncertain – whereas keeping the current system would be completely safe. In addition, Torn is a roleplaying game meaning that players should be given a lot of freedom.

If this market system suggestion will get changed so that it would meet the wishes of the most of the citizens, and if someone is able to proof – on a theoretical level – that it at least should work flawlessly, might actual, practical testing be a good idea.
unown [2166500]
Players start out with one market slot This can be increased with points from the points shop

So players will also be able to increase their market slots with merit points Max 10
unown [2166500]
I’ve got nothing against a universal sales tax, I’m for more information, but I’m really against sales / buy orders:

  • There is already a system in place where the seller picks a price to sell at (market/bazaar) and the buyer chooses a price to buy at (the buyer either buys or doesn’t)

    ok
  • The present system promotes activity.

    That will not change

    The sell/buy order system would have to run 24/7

    So does the item market
  • With most savvy folks setting a buy order for substantially under the market price, errors in sell orders would be an instant loss - and vice versa for errors on buy orders

    If I were to set a buy order for empty blood bags and say I will buy 100 empty blood bags for $1 each when you go to put up a sell order for 18,000 each those orders would not interact with each other
  • Demand on both buy and sell orders would exceed the supply of cheap buys or expensive sells, particularly on popular items.
    What order would the orders be fulfilled in?

    By price players still, get to choose what orders they wish to fill and at what price however like most things on the item market in torn that would result in the lowest price being chosen first so Nothing there would change
  • Would there be limits on quantity?
    If a buy order for a gazillion African Violets got to the head of the queue, that trader would get all of the Items at that price until the order was fulfilled.

    I do not believe there should be a limit on quality unless someone here argues for that to be a problem and depending if torn itself has a quantity limit
  • How would a buy order be fulfilled cash wise?
    Is the buy order also a promissory note where the funds are locked in the buy order (Mug protection 2.0) or does the buyer have to sit with

    That's up for debate at this moment
unown [2166500]
I agree however I also understand if this system were not to work at all that Ched could go back to the current market system if needed