the broker system should be split into two: a materials market and an items market
materials market
for all things that are identical and stack like ores or wood, animal materials, etc all the raw ingredients in MO, they would be considered for the materials market where it should work more or less like a modern exchange, with buy orders and sell orders, and ideally some kind of history to know what the previous trades were for. These data would also be available for other towns so players can plan out their own transit/trade routes to get money from transporting materials.
items market
this would be for non-commodity goods like crafted gear. Its a problem that everyone has a slightly different preference for their weapons/armor and made it impossible for buy orders to be created. instead, allow buy orders to be created by use of a reference item. instead of having to match the item completely, the buy order creator could add some wiggle room for any of the items characteristics.
for instance, you want to get suit of armor (yes suit, sweet jesus let us make a whole 10 piece suit of armor and have it take up one inventory slot until unpacked). Maybe you're very concerned about weight and the blunt protection on the armor but dont care about the style or other stats. in the buy order youd put a reference suit of armor in, choose you want the weight at or below the weight of that set, the blunt defense at or greater than that set, and the rest of the stats you dont care. someone could come along and possibly fulfill this order without having to have some specific recipe or material lores.
allow all the items to be sorted based on characteristics as well. for instance, you could sort all bows based on their strength requirement or range.
basically anything you can do to make the broker *better* will be well worth it. with everyone limited to a single toon, the trade functionality must be ready to keep up
-barcode
materials market
for all things that are identical and stack like ores or wood, animal materials, etc all the raw ingredients in MO, they would be considered for the materials market where it should work more or less like a modern exchange, with buy orders and sell orders, and ideally some kind of history to know what the previous trades were for. These data would also be available for other towns so players can plan out their own transit/trade routes to get money from transporting materials.
items market
this would be for non-commodity goods like crafted gear. Its a problem that everyone has a slightly different preference for their weapons/armor and made it impossible for buy orders to be created. instead, allow buy orders to be created by use of a reference item. instead of having to match the item completely, the buy order creator could add some wiggle room for any of the items characteristics.
for instance, you want to get suit of armor (yes suit, sweet jesus let us make a whole 10 piece suit of armor and have it take up one inventory slot until unpacked). Maybe you're very concerned about weight and the blunt protection on the armor but dont care about the style or other stats. in the buy order youd put a reference suit of armor in, choose you want the weight at or below the weight of that set, the blunt defense at or greater than that set, and the rest of the stats you dont care. someone could come along and possibly fulfill this order without having to have some specific recipe or material lores.
allow all the items to be sorted based on characteristics as well. for instance, you could sort all bows based on their strength requirement or range.
basically anything you can do to make the broker *better* will be well worth it. with everyone limited to a single toon, the trade functionality must be ready to keep up
-barcode