Trading
Hello Traders, and everyone else interested in trading.
The new trade system is in the process of installation. Already,
some of you have noticed differences to the old trading system. Some
of those differences are:
- You need to be registered in an area where you want to trade.
- You need to have a separate account in every harbour you want to
trade in. Money no longer travels at the speed of light.
- You need to identify yourself with identify me as <name>, where
name is your registration name in hat area before you trade. The npc
who takes care of trading will remember you for a while, but when you
are away for a while he will forget you.
- You can no longer use sell <blah> from <fasel>, this has been
used in massive bug exploits in the past. All loading/unloading needs
to be done explicitly.
- All weights used are from the new Xyllomer weight system. type
to get info about the weights. The trading functions
will usually diplay weights in 'b s p', barrel stone pound. The
internal weights of the goods have remained the same, however.
- There no longer exists private storage. However, up to a certain
quota, you wil not be charged for using the guild storage (formerly
'general storage').
- Some goods can no longer be loaded on ships. There are other ways
to get them to a remote location. look around in the tradeposts to
find them ;)
- NOTE: the other ways of getting good to tradeposts are currently
buggy due to a fault in the heaps. I'll fix it as soon as I can, but
this means that spice trading with remote locations won't be possible
for a while.
- Mammoths can no longer be bought. They are available for rent at
the very gererous terms of 100 cc. Old owned mammoths are now guild
property.
- Bank taxes are lower for trade guild members than it says on the
sign. The sign lists non-member texes, I'll extend it to list member
taxes next chance I get. currently, member taxes are half of
non-member taxes.
- You may have noticed the message that the local distributors cannot
afford a certain good. This is not a bug. Even though the local
economy would like to have the good (hence the demand), they simply
cannot afford to pay for it. This simulates that different parts of
xyllomer have different economic power. When you have this problem,
eiter wait for a while, or do something so the local economy has more
money. With a bit of common sense, you can figure out what to do.
- In a similar way, tradeposts may also run out of cash. You can
then no longer buy there (local distributors want cash) or withdraw
money from there. This is just like a real bank that does not store
all it's money as it is afraid of thieves. There are ways to fix
this. Distributors not only expect cash when you buy something, they
also pay cash on certain occasions :)
- You might not want to buy goods right after you old ones have been
converted, because they use up lots of storage. use 'storage' to check
if your storage quota is exceeded. buying a good when the storage
quota is exceeded results in a fee. move converted goods out of the
way first.
- I have added a new feature to identifying: you now identify
yourself with 'identify me', and your area registration is used
automatically
A note on data conversion: When you go to the traders the first
time, you will get a message that old trader data (if any) has been
converted. If you never got such a message, got a message more than
once, or notice some goods are missing, mail me.
Quichotte
PS: if you are missing some infos wich you think would be a help to
confused players, mail me and maybe I'll add it to this text. Also,
mail me if you find something that may be a bug.
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