Thanks for the good overview. I have just one thing about it :
Most calculations are based on the number of swords (objetcs) in a world
-> depending on their number the prices change. This is pretty nice
because in this way the prices can be different in different worlds
(different locations). The only problem I see is the size of a world.
A world is one part of the Arianne World (a desert, a city, a dungeon, a
SHOP !!!). So some "worlds" are pretty small, like a shop. Why ? Because
the shop(world) is entered through a portal (door). So the whole world
is just this one shop. This makes sense to limit the number of objects
in one world and helps to decrease the complexity. For this reason we
introduced the portals - easy possibility to move between worlds.
But if a shop is one world, its a pretty small part and the number of
swords (objects) can be influenced very easily. E.g. I go into the shop
and have already 20 swords with me - so I will get them pretty cheap ;)
How to overcome this problem ?
Trade way : If no one says OK does it mean you have to place more on the
table ? Or are you just waiting ? Isnt it possible to tell the other
side what we want ?
Another thing : IMO the prices of the objects should be ALWAYS the same.
The price is just defining the RELATION between different objects. The
"real" price in Arianne is calculated depending on the formulars found
in the draft.
Calculating prices : Why is it depending on the number of logged in
players ??? Of course demand and supply is a good idea but you will
never now the DEMAND ;) If there are hundreds of players logged in and
nobody wants a sword ??? - what does it mean ? - You get it for free ?
And if all of them want swords ??? - still the same price ?!?!
The only possibility to get the demand is to check the number of sword
(object) deals in the last xxx minutes. (IMO) - I think thats the Note
at Point 4.