Player to player auctions AND more.

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Nannif
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Player to player auctions AND more.

Post by Nannif »

1. Player 1 buys trading table in his appartment.
(dropping plat to get table)
(table only accepts 2 items ... unsold) (or one)
(later if trade is successfull, table will be filled with platinum.)

2. Player 1 drop "Amulet of Free Action" on the table, and its converted to 100 plat (watever the average shop would give for it.).
(dropping item on table)

...

3. Player 2, buys the "Special scroll of current weapon sales" at the Auction house.
(100 plat in shop.)

4. Player 2, can read scroll many times, and every time he gets a list of current weapons on sale, prices, and hours left. Until scroll goes poof.

5. Player 2, really needs this amulet... When Player 2 wants to buy it he goes to Auction house and pays listed price. and gets the gear right away.

.......

All Auctions lasts for 20 hours.
Listing price for the amulet above is 300 to 11501 plat... 11501 first hour, then dropping 20% every hour, to 300 plat the last hour and then going away.
(300 plat is 3 times what player 1 got for the item)

If this is implemented in the server side with a ftp account for sale files.
All "trusted" servers, could all use the same ftp account and access the same listed items. Thus trade between serers, will be possible.

(later if auction is successfull, the table in Player 1's appartment will be filled with platinum (50% of what the sale was).)

I know about the permanent shop of all things in St Dominio, but I want to have more for my stuff, and I want things from 10 servers :)
This shop does not have the price decreasing, and auto dropout of gear.

OK, a real webbased auction where you place bids would be better... but I think its harder to implement.
cavesomething
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Post by cavesomething »

I think the better approach would be to tie into the python-based banking and parcel post systems.

So, you pick an item(s) that you want to sell, a time period you want it to be on sale for (1 hour, 1day, 1 week, etc) and a reserve price (in imperials), you go to an auction house (a special building) and drop the item(s) there, paying an amount of platinum to sell it. (probably based on time*weight) This would cause it to be transferred to a holding map, where it would be a 'lot'.

For the time period that the item is on sale for, players could then bid on items in imperials. After the auction is over, the highest bid wins (as long as it is over the reserve price) - the item is transferred, and the balances for each player are adjusted by the value of the sale.

To spread that over multiple servers then, you need to save out the map file to a common location, and load from there everytime it is used. - this would not be technically harder than your ftp file approach (which is still non-trivial)
Nannif
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Joined: Mon Jan 30, 2006 1:36 pm
Location: Sweden

Post by Nannif »

OK, Great.

But any bid you do, you must pay for that. Otherwize the bid you did might not be payable when the action is over...You could spend too of your cash before the auction is over.
cavesomething
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Post by cavesomething »

well, the way to do it if you use bank accounts would be to 'reserve' a certain balance to be able to cover all outstanding bids, and unreserve them in the event that you lose. (this is similar to what banks do in real life, normally you can't draw down against cheques that haven't cleared yet, even though the balance can exist in your account for the purposes of interest). In game terms it would say "your account balance is $amount of which you can withdraw up to $amount-$total_bid_value".
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