Scrap change and Trading question 4/29/2026

By TokenLord · · 1581 views · 5 upvotes · 23 replies

Hello,

We heard you loud and clear about the scrap issue - so we fixed it:

Now - we need your input on Trading before we launch it.

We’re planning to introduce:

The challenge:

Different players generate resources at different speeds.

If we allow direct 1:1 trading → economy breaks fast.

Our solution: STAMPS system

Instead of trading raw resources, you trade production value.

Example:

Player A → 100 wood/hour
Player B → 10 wood/hour

Both convert to STAMPS → then trade.

When you claim:

You receive resources based on your own production rate

So:

Same level players → ~1:1 trade
Different levels → adjusted output, reduced/increased based on production difference.

Result:

Final question - how you expect trading to work?

Option 1:

In-world trading (meet players, trade manually)

Option 2:

Marketplace (instant buy/sell)

Let us know your ideas and what do you think.

Replies

Sfinks ·

Marketplace

Roker009 ·

wonderful. and thanks for asking.

i would say add both TLRPG and BRONZE based trading.
not all players will invest in the game and we dont have a stable pool to earn from weekly distribution. so market will be unaffordable for Some players.
adding daily limits based on kingdom level would be a smart idea.
and let players set the price of the products.

and Marketplace would be a best option.

cheers.🍻

denver777 ·

Marketplace

DetectAreco ·

Marketplace

RockShandy ·

Marketplace

dragan ·

Marketplace

JINX - Big fat hero ·

I will prefer a hybrid system. Both marketplace and in world. You said that pets are gonna be essential in trading for long range, so I would set something like a range based trade. If you are X tile away, your trade will take X hours to complete, based on the buyers pets speed/level or whatever the stats.
Instant trade are free if you are on same tile, but will cost 0.002€ (in tlrpg) per tile distance between players.
Trading on the same tile, but while that tile is owned by a different player, will cost extra bronze/tlrpg to conclude (so center land will be worth even more since there will be less time to wait and eventually fee to pay)

Ember ·

Marketplace

LegeX ·

Marketplace (Option 2)

Kilem ·

I vote Marketplace first, later on world trading

Limahl ·

Marketplace

Kurtelomos ·

Marketplace better. The main reason for marketplace is mostly that it allows players to interact with other players asynchronously. So market moves at the pace the whole community is willing to move it.

On the other hand, I understand the resource depletion/flooding concerns on trading, but a nicely designed economy shouldn't need the stamps system as a control. Don't be afraid a resource price gets depleted, it means that given the current design, the resource value is really low, and market acknowledged that. The reverse happens with high level resources scarcity, they will have high prices if they're needed and the supply is limited. The main concern about a "balanced economy on market" I guess, is to balance the amount of valuable resources high tower level players generate, or players with a high amount of lands, or even VIP paying less taxes depending on the VIP tier on marketplace...etc. The thing is giving f2p players at least a chance of thriving (economy wise) without giving all resource generation and priorities to larger players, turning the ecosystem in a purely p2w environment. In a nutshell: don't be afraid if a resource value turns to almost zero in a couple weeks. That only means that the resource is being generated massively by all players and the usage is low. That can also be read as an indicator that the specific resource should be or generated slowly, or have more use ingame in larger quantities. Let the market do that study for you, the marketplace will help devs fine tune the resource systems (taking the STAMPS road make this analysis quite harder though)

Edit: I wouldn't even let players trade resource-to-resource, like wood-to-stone for example. I'd use TLRPG as middleman always. wood-to-tlrpg (sell offer), tlrpg-to-wood (buy offer), etc. That makes each resource to have a quite "decoupled" value from other resources, tax every resource movement adequately and "enforce" players to have some TLRPG on their wallets ready to use on the market.

Kostinha ·

Marketplace for sure!

keung ·

I like the idea of auto-repair. That will certainly make battles more smooth. I did notice that legacy players are considered F2P there (only 5 repairs), so I hope you look into that.

Regarding trading mechanics, I would also prefer a marketplace.

BoomGEE ·

Yeah I think marketplace is a good start

ProMartz ·

Marketplace

DaddyD ·

Thankyou for listening mate.
Its really appreciated and again thankyou for allowing us to put forth our input.

1: Marketplace for sure, untill trading hubs on land are a thing (maybe they offer discount) then marketplace 100%

2: Bronze is a needed resource like any other, I think it should be traded also. It has huge demand for upgrades. Let the free market decide what everything is worth.

Wyssen the Arcane Scholar ·

Okay, here are a few thoughts for everyone. We need to remember; the market is needed but must be done correctly. With Emerald players getting 2500% increase, this could kill the market. The question is how we combat such a massive number.

Let's begin with TLRPG and Bronze, I do believe both should be used. Bronze & TLRPG for common/lower items and TLRPG for rarer items.

I do not think Common Resources or Rare Resources should be traded at this point. The system is already set up to earn through land and kingdom tower levels. If it is done, I do believe making everything 10 X more expensive would alleviate some of the issues that may arise. Maybe have a max that could be sold by players and a daily limit.

We need the Marketplace (Option 2) for liquidity, but we need the 3D World (Option 1) for the economy to actually have depth. Here is a plan that integrates Stamps, Pets, and Bulk Trading into a single system:

  1. Stamps as "Logistics Capacity" (Not a Currency)
    Instead of using Stamps as a confusing exchange rate, use them to represent Pet Delivery Capacity.

High-production players (Ruby/Emerald/High Kingdom) generate more Stamps/hour. The pets can carry more based on their pet type and level.

Every trade requires a certain number of Stamps to "ship" the items. Trading at your 3D shop is Stamp-Free for the buyer if they are on your tile. This makes your store a "Trade Hub."

The Result: This naturally scales the economy. A low-level player can’t "flood" the market because they lack the shipping capacity (Stamps), while high-level players can trade more because they’ve earned the logistics power. There should probably be an hourly rate and a 24-hour max on trading ability.

  1. Pet-Based Delivery (Distance = Time)
    Trading shouldn't be an "invisible" teleport.

Every Marketplace or Store trade should require a Pet to carry the items.

Travel Time: The time to complete a trade should be based on the distance between players on the 3D map. This gives location actual value and makes pets (Speed/Strength stats) vital to the economy. A Pet is 'occupied' for a duration based on the distance between players and the weight of the order.

  1. Player-Run Stores in the World

Merchant Licenses: To open a shop in the 3D world, you pay a one-time fee in $TLRPG.

Tax Advantage: Transactions in the 3D Shop have a lower tax (e.g., 5%) than the Global Marketplace (15%). The standard 15% Burn is always applied.

The buyer gets a better deal.

The seller moves more volume.

The 3D world becomes a destination, not just a backdrop.

The Bulk Surcharge: Once an order exceeds a specific volume threshold, the $TLRPG burn increases progressively (e.g., doubling every so many units).

Pricing for items.

Pricing for pets have been established at a beginning point already. The market should price this instead of admin in the game. We have pricing on items, pets, utilities and such but these will change once they hit the market. I believe this area should be player based. At every market or player owned shop a buyer should sign an acceptance of the purchase at the price given. Admin should be monitoring all shops markets for any misconduct or player playing the system.

Pricing for equipment should be player based for rare items. Common items should fall into their chest numbers. A Level 5 piece of equipment should be 4,000 Bronze, Level 6 should be 16,000 Bronze, Level 7 48,000 Bronze, and so on multiplying by 3 or come up with some number that keeps the number for higher level items up at a descent level. Rare items are items that there are less than a certain number on the system. If there are only 5 Level 12 pieces of equipment on the system these would be extremely rare and would be purchased with TLRPG only.

Marketplace would be instant buy/sell.

Players could sell between each other, but they would have to be at a shop and sign the shop agreement that they are selling and buying. This contract is recorded for future inquiry if needed.

RahdonPH ·

Add resources as part of equipment upgrade. This will create demand for resources and it will make the resources scarce eventually. Make a new item that can be crafted with a specific number of resources and armours. To make it more exiting players must go to a specific land area to craft the new item. The new item can be traded or sold in the market place. Newly crafted items could be used for a ticket where you can only enter a dungeon to fight a boss. A new character should be created as well. Like black smith or chef. They will play a very good role later on. Chefs cooked food will enhance other class stats by consuming their food. Black smith will be the master crafters.

Septimus ·

I agree with you, the game doesn't need a 3rd currency. It would only serve to complicate the economy. Using "stamps" as a means for regulation of logistics operations makes a lot of sense. Allow players to bank these stamps so F2P players aren't blocked out of certain transactions due to lack of stamps, they could save up and still make the transactions that VIP players make with ease. Careful consideration must be taken to make sure there is balance but also accessibility for all players in the market. While VIP players are the monetary life of the game f2p players will always greatly out number the vip. VIP players will rely on f2p players to actually give life to the market.

Giovanni ·

option 1 and option 2.

Varg the Stormborn ·

marketplace

ukndeb ·

marketplace, also would the economy system allow us to buy/sell resources using bronze?