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:
- 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.
- 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.
- 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.