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How Life of a Feudal Merchant Should Be

4
It's been a while since I logged in on these forums so I don't know if some of my suggestions are implemented or scrapped already.
The Idea/feature request has been posted by me on the forums half a year ago (LINK ) but I would like to bring it up again. This might become one of the core features that I expect of this game to stay playing when the mmo version is released. Here it goes:

First the prequesites:

1. No Trading-Auction-House like it's common in other MMOs with no server-wide bourse / exchange-market
2. No Gold Generation through NPCs/Quests/etc.
3. Gold coins are made out of gold (bars).
4. Trading only between players face-to-face


Here's the idea:
Since Transportation and the lack of goods in some territories will raise the demand for it, some people will advance to merchants and will transport goods they think other people want to have in some territories and will sell it for a price they see fit. Trading means exchange of goods with no definiton what a good has to cost. So at launch early merchants might want to trade tools or pelts for herbs or iron and this will change. This way only a vigilant and skilled merchant will make good profit.
Soon Gold will be established as a currency. Or maybe it will be an other currency? Maybe Salt or Silver or even some rare tobaco-like grass? :)

Imagine a scenario: A merchant takes six fine swords he bought for 2 gold pieces to a far village and the players want those weapons. They are asked for a gold piece for each. This is a high price in the city since there are many good blacksmiths but they do not know this or have never been there and it is a far journey. They see it fit to pay their hard earned gold pieces for the swords and the merchant returns home with 6 gold pieces. What a barter!

Now of course there need to be some mechanics that help the merchant. Like: he should be marked as a merchant and people killing one shall be branded as a merch-killer (so other merchs can spot him and run early on). Also Mercs might want to hire some bodyguards for a dangerous journey. This will make it more fun.
Soon trader guilds or connections will arise and people will work together more like an mmo shall be.
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    Tuesday, November 01 2022, 08:52 AM - #Permalink
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    Trading means exchange of goods with no https://salonpricelists.com/ what a good has to cost. So at launch early merchants might want to trade tools or pelts.
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    Saturday, May 23 2015, 02:42 PM - #Permalink
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    As far as i know the dev's are planing on introducing a currency for the MMO as well as a NPC city in the center of the map. The purpose of the city will be mostly trading.
    It will be interesting to see what they are planing... Will PC's be able to mint their own coins? How will this affect the economy? How will prices be determined? How will resources be dispersed? Will there be taxes, if you use certain roads or cross a kingdoms/guilds borders? How will trespassing be handled for traders?

    Trader Guilds will certainly prefer a nomadic lifestyle and might not have their own town. So you could also introduce special movable monuments with a very limited area of effect and some other limitations, to make sure all their stuff won't decay, as well as tents that can easily be set up and taken down again. Respawn point should be the movable monument.
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