Dual Universe Roadmap and Features Upvote
Players can create markets in non PvP areas, setting tax, RDMS and possibly filters on the type of items traded.
High Dev Cost
Need only super legate can create market with corp 10+ peoples in corp
My absolute favourite!
Why only non PVP areas, these places should be included but with a balance of risk/reward since PVPers could then buy fuel/amo on the fly.
I don't know why it would be only in non-pvp areas either. Real merchants are really good at getting along with the locals and making themselves valuable enough to not be attacked. That is how it should be in this game too.
Don't get the "non-PVP" areas part, I agree with Ai whisper. They should be allowed in PvP areas too. The ability to only buy and sell certain items could be cool. Say you had an Ore market as your company is a mining company, you don't want other random stuff on your market, so this filter would ensure that for you.
This was core feature at kickstarter. So there should be nothing to wote.
Player driven economy is supposed to be core feature of this game. NPC markets were only to be temporary for booting economy. Yes markets need non PvP areas to be safe. How ever it is hard to make opinion about this when no info about final safe zones.If safe zones are too small player driven economy will fail.
I agree there is no need to limit this to non-pvp areas. This would go a long way to helping de-clutter the marketplaces. If it were possible to visit the market via VR, purchase items into a market container, then either fly to collect or pay additional fees for delivery.. that would be awesome.
I agree markets should be anywhere. Maybe base how much storage your market has on the legate system. But i want to create the best pjpe market in the solar system!
I suspect the current non-pvp area thinking has to do with "what happens to inventory if a market is destroyed" and not wanting to tackle that problem just yet, and worried about baiting people into a kill-box with cheap prices. Dispensers work for the PVP areas, with containers being loot-able if destroyed, but need to be able to purchase asynchronously as well with a "deposit box" of some sort to complete the loop.
This need to be placable outside of Safe zones. The entire point of them is to relocate the concentration of Market Activity. market Activity is already concentrated in safe zones. Maybe it has to be rooted in a safe zone but can extend outside of that.
I hope the NQ markets will be gone except the districts on alioth because that will kill this feature and people will tend less to build cities and civilization stuff if they can simply go at NQ markets
It would also be nice to add an option to restrict access to a player market, both who can actually buy/sell there and who can even see the local orders in the global market UI.Our org is currently using dispensers to offer members elements at below-market prices, but it would be more convenient to do this through a market interface, provided we can do so without directly affecting public market prices and stats.
Own markets yes bvut under certain conditions.
Don't put any restrictions on player owned markets. It should work like in real life where there are only a few restrictions applied. Defenitely not restrict it to only large corps or PvE zones. With only large corps being able to build up their own markets, you will make them able to get a monopoly on stuff which is bad for the economy. If you'd only allow it in PvE zones, then what's the purpose of player owned markets as you are always very close to any market. Player owned markets should fill in the gaps in between the huge distances between planets or be able to make better offers than what NQ does. Also it should be possible to request taxes for all trades and set the rates for taxes by the market owner.
I understand the problems that make this safe zone required. I sincerely hope that future expansion into all areas is planned as this is developed. One "relatively" simple idea to enable this: a flag for pvp/safe zone to filter market listings in the UI. Alternatively, allowing the UI to filter results by planet and planet + moon group can only help. For new players and those who have no intention of leaving their current planet to buy something, showing the listings on the furthest planet by default hampers smooth gameplay. If I don't have a space worthy hauler I don't care if the price of an item is half the price on other planets. In fact, that discourages market play to a limited extent.
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