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Starkontrast

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  1. Like
    Starkontrast got a reaction from Gojo_Ryu in How Should Markets Make Money?   
    My brother AccuNut and I will be running a market once the game is released and have been thinking about how market owners will make their money.
     
    We have come up with a few ideas on how this should work, as their has been nothing mentioned as of yet on this subject.
     
    Here they are:
    Market owner (MO) takes a percentage of the sales. (ex. Item sells for $10. MO takes 1%. Seller gets $9.90.) -- thanks ATMLVE MO is paid per each listing by the seller. (ex. $10 to post one item for sale, $10 to post 1,200 items.) MO is paid per each item listed by the seller. (ex. $10 to sell one item, $20 to sell two, $30 for three, etc.) MO is paid based on cubic units of storage space taken by the items sold. (ex. at $10 per cubic unit, a listing occupying five cubic units of market storage would cost the seller $50 to post for sale.) MO establishes listing "types" (raw resources, ship parts, blueprints, etc.). seller is charged using any of the above methods based on item "type". (ex. raw resource listings charged using method #1 cost 1% of sale, while blueprint listings cost 5%.) --This option allows the most freedom to the Market Owner as they could use different charge methods for each listing "type". (ex. MO uses method #2 for raw resource listings and method #1 for blueprints.) What are your thoughts on these methods? We'd love to hear your own ideas on how markets should make a profit as well.
    Let us know what you think!
     
     -Don't forget to "like" the post!

    ​Thanks for reading,
    ​Starkontrast
  2. Like
    Starkontrast got a reaction from ostris in How Should Markets Make Money?   
    My brother AccuNut and I will be running a market once the game is released and have been thinking about how market owners will make their money.
     
    We have come up with a few ideas on how this should work, as their has been nothing mentioned as of yet on this subject.
     
    Here they are:
    Market owner (MO) takes a percentage of the sales. (ex. Item sells for $10. MO takes 1%. Seller gets $9.90.) -- thanks ATMLVE MO is paid per each listing by the seller. (ex. $10 to post one item for sale, $10 to post 1,200 items.) MO is paid per each item listed by the seller. (ex. $10 to sell one item, $20 to sell two, $30 for three, etc.) MO is paid based on cubic units of storage space taken by the items sold. (ex. at $10 per cubic unit, a listing occupying five cubic units of market storage would cost the seller $50 to post for sale.) MO establishes listing "types" (raw resources, ship parts, blueprints, etc.). seller is charged using any of the above methods based on item "type". (ex. raw resource listings charged using method #1 cost 1% of sale, while blueprint listings cost 5%.) --This option allows the most freedom to the Market Owner as they could use different charge methods for each listing "type". (ex. MO uses method #2 for raw resource listings and method #1 for blueprints.) What are your thoughts on these methods? We'd love to hear your own ideas on how markets should make a profit as well.
    Let us know what you think!
     
     -Don't forget to "like" the post!

    ​Thanks for reading,
    ​Starkontrast
  3. Like
    Starkontrast got a reaction from ATMLVE in How Should Markets Make Money?   
    Thanks for the input!
    I really like VoxtheFox's idea on an additional charge based on the length of time items will be in the markets storage! This would avoid the potential issue of players using markets as storage by listing items at outrageous prices knowing no one would buy them. Great job!
     
     
    Good catch! editing now. 
     
     
    AccuNut and I will ​also be offering transport of goods, but that topic will be on another thread.  
     
    Keep those suggestions coming!
  4. Like
    Starkontrast got a reaction from Phroshy in How Should Markets Make Money?   
    My brother AccuNut and I will be running a market once the game is released and have been thinking about how market owners will make their money.
     
    We have come up with a few ideas on how this should work, as their has been nothing mentioned as of yet on this subject.
     
    Here they are:
    Market owner (MO) takes a percentage of the sales. (ex. Item sells for $10. MO takes 1%. Seller gets $9.90.) -- thanks ATMLVE MO is paid per each listing by the seller. (ex. $10 to post one item for sale, $10 to post 1,200 items.) MO is paid per each item listed by the seller. (ex. $10 to sell one item, $20 to sell two, $30 for three, etc.) MO is paid based on cubic units of storage space taken by the items sold. (ex. at $10 per cubic unit, a listing occupying five cubic units of market storage would cost the seller $50 to post for sale.) MO establishes listing "types" (raw resources, ship parts, blueprints, etc.). seller is charged using any of the above methods based on item "type". (ex. raw resource listings charged using method #1 cost 1% of sale, while blueprint listings cost 5%.) --This option allows the most freedom to the Market Owner as they could use different charge methods for each listing "type". (ex. MO uses method #2 for raw resource listings and method #1 for blueprints.) What are your thoughts on these methods? We'd love to hear your own ideas on how markets should make a profit as well.
    Let us know what you think!
     
     -Don't forget to "like" the post!

    ​Thanks for reading,
    ​Starkontrast
  5. Like
    Starkontrast reacted to lethak in Mapping, Cartography and sharing a location   
    I'd like to talk about how a player or group of player can share "locations" in game with other players.
     
    I feel like a "bookmark system" is required from a player perspective in order to store and access some "Point Of Interest" that we may have saved before. Let say I find a nice place to create a house and want to come back later, "/savepos future house" could create a POI in my "datapad" that I could rename and send to another player via mail/chat or even using voice by spelling the coordinates.
    Ideally, this POI could be "enabled/disabled" as a waypoint in my HUD.
     
    Obviously, after quite some time in the game, a player can have visited a fair number of planet and location. Having a planetary map can help dealing with sorting issues, like it was the case in SWG.
     
     
     
    In DU, such a map can be used to visualize your POIs, but also display Territorial boundaries and related informations.
    Maybe this map could be obstructed by a "fog of war" like in a RTS game minimap. You could share/sell map data and waypoints with other players in order to gain time in your explorations.
    As a city mayor it may become possible to "broadcast" your city position via IFF/beacon for all player able to receive the broadcast.
    The POI get automatically sorted under the City folder as the IFF/beacon is setup with a variable "type=city". The same can be applied to space station and all.
    Maybe we can envision a sort of element to broadcast this type specifically. This element could be obtained in the "Politician" skill tree.
     
    User reviews could be attached to those POI for all to read and comment if their experience there, or the services rendered are good or a scam.
     
    I think it is important for the player to feel the vastness of the planet, and to be able to navigate efficiently trough it at some points.
     
    That was for planets, but in space with the scale of a solar system, it may require a dedicated 3D map.
  6. Like
    Starkontrast reacted to Shynras in How Should Markets Make Money?   
    Mo will just choose trade fees for every item or group of item, it's easy and it works. MO will take count of volume by himself. 
  7. Like
    Starkontrast got a reaction from Lord_Void in How Should Markets Make Money?   
    My brother AccuNut and I will be running a market once the game is released and have been thinking about how market owners will make their money.
     
    We have come up with a few ideas on how this should work, as their has been nothing mentioned as of yet on this subject.
     
    Here they are:
    Market owner (MO) takes a percentage of the sales. (ex. Item sells for $10. MO takes 1%. Seller gets $9.90.) -- thanks ATMLVE MO is paid per each listing by the seller. (ex. $10 to post one item for sale, $10 to post 1,200 items.) MO is paid per each item listed by the seller. (ex. $10 to sell one item, $20 to sell two, $30 for three, etc.) MO is paid based on cubic units of storage space taken by the items sold. (ex. at $10 per cubic unit, a listing occupying five cubic units of market storage would cost the seller $50 to post for sale.) MO establishes listing "types" (raw resources, ship parts, blueprints, etc.). seller is charged using any of the above methods based on item "type". (ex. raw resource listings charged using method #1 cost 1% of sale, while blueprint listings cost 5%.) --This option allows the most freedom to the Market Owner as they could use different charge methods for each listing "type". (ex. MO uses method #2 for raw resource listings and method #1 for blueprints.) What are your thoughts on these methods? We'd love to hear your own ideas on how markets should make a profit as well.
    Let us know what you think!
     
     -Don't forget to "like" the post!

    ​Thanks for reading,
    ​Starkontrast
  8. Like
    Starkontrast got a reaction from friendlytyrant03 in How Should Markets Make Money?   
    My brother AccuNut and I will be running a market once the game is released and have been thinking about how market owners will make their money.
     
    We have come up with a few ideas on how this should work, as their has been nothing mentioned as of yet on this subject.
     
    Here they are:
    Market owner (MO) takes a percentage of the sales. (ex. Item sells for $10. MO takes 1%. Seller gets $9.90.) -- thanks ATMLVE MO is paid per each listing by the seller. (ex. $10 to post one item for sale, $10 to post 1,200 items.) MO is paid per each item listed by the seller. (ex. $10 to sell one item, $20 to sell two, $30 for three, etc.) MO is paid based on cubic units of storage space taken by the items sold. (ex. at $10 per cubic unit, a listing occupying five cubic units of market storage would cost the seller $50 to post for sale.) MO establishes listing "types" (raw resources, ship parts, blueprints, etc.). seller is charged using any of the above methods based on item "type". (ex. raw resource listings charged using method #1 cost 1% of sale, while blueprint listings cost 5%.) --This option allows the most freedom to the Market Owner as they could use different charge methods for each listing "type". (ex. MO uses method #2 for raw resource listings and method #1 for blueprints.) What are your thoughts on these methods? We'd love to hear your own ideas on how markets should make a profit as well.
    Let us know what you think!
     
     -Don't forget to "like" the post!

    ​Thanks for reading,
    ​Starkontrast
  9. Like
    Starkontrast reacted to VoxtheFox in How Should Markets Make Money?   
    Method 5 is the most interesting that you've placed, but I'd like to see it as follows:
     
    A flat % of sale price, plus a carry-over charge based on the length of contract on the market and volume (m3) of goods.
     
    It'd be pretty cool to have the maximum volume of goods allowed to be sold on the market match the volume of "storage areas" in a marketplace, but that might be pretty unwieldy.
  10. Like
    Starkontrast got a reaction from AccuNut in How Should Markets Make Money?   
    My brother AccuNut and I will be running a market once the game is released and have been thinking about how market owners will make their money.
     
    We have come up with a few ideas on how this should work, as their has been nothing mentioned as of yet on this subject.
     
    Here they are:
    Market owner (MO) takes a percentage of the sales. (ex. Item sells for $10. MO takes 1%. Seller gets $9.90.) -- thanks ATMLVE MO is paid per each listing by the seller. (ex. $10 to post one item for sale, $10 to post 1,200 items.) MO is paid per each item listed by the seller. (ex. $10 to sell one item, $20 to sell two, $30 for three, etc.) MO is paid based on cubic units of storage space taken by the items sold. (ex. at $10 per cubic unit, a listing occupying five cubic units of market storage would cost the seller $50 to post for sale.) MO establishes listing "types" (raw resources, ship parts, blueprints, etc.). seller is charged using any of the above methods based on item "type". (ex. raw resource listings charged using method #1 cost 1% of sale, while blueprint listings cost 5%.) --This option allows the most freedom to the Market Owner as they could use different charge methods for each listing "type". (ex. MO uses method #2 for raw resource listings and method #1 for blueprints.) What are your thoughts on these methods? We'd love to hear your own ideas on how markets should make a profit as well.
    Let us know what you think!
     
     -Don't forget to "like" the post!

    ​Thanks for reading,
    ​Starkontrast
  11. Like
    Starkontrast reacted to Starkontrast in How Should Markets Make Money?   
    My brother AccuNut and I will be running a market once the game is released and have been thinking about how market owners will make their money.
     
    We have come up with a few ideas on how this should work, as their has been nothing mentioned as of yet on this subject.
     
    Here they are:
    Market owner (MO) takes a percentage of the sales. (ex. Item sells for $10. MO takes 1%. Seller gets $9.90.) -- thanks ATMLVE MO is paid per each listing by the seller. (ex. $10 to post one item for sale, $10 to post 1,200 items.) MO is paid per each item listed by the seller. (ex. $10 to sell one item, $20 to sell two, $30 for three, etc.) MO is paid based on cubic units of storage space taken by the items sold. (ex. at $10 per cubic unit, a listing occupying five cubic units of market storage would cost the seller $50 to post for sale.) MO establishes listing "types" (raw resources, ship parts, blueprints, etc.). seller is charged using any of the above methods based on item "type". (ex. raw resource listings charged using method #1 cost 1% of sale, while blueprint listings cost 5%.) --This option allows the most freedom to the Market Owner as they could use different charge methods for each listing "type". (ex. MO uses method #2 for raw resource listings and method #1 for blueprints.) What are your thoughts on these methods? We'd love to hear your own ideas on how markets should make a profit as well.
    Let us know what you think!
     
     -Don't forget to "like" the post!

    ​Thanks for reading,
    ​Starkontrast
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