The market

Discuss this fast-paced and challenging game here.
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Shadow I
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Post by Shadow I »

How exactly does it work? Does it always display the cheapest troop available, or is it order of time?
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Ruddertail
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Post by Ruddertail »

Cheapest are sold first. I don't believe time plays any role in it.
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Post by Gen. Volkov »

Man, I know I've made someone rich this set. Bazaar just doesn't fill fast enough, so I've been buying mass amounts of marketed troops.
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Post by ohmyjapan16 »

hey uhh theres food on there for $10 if anyones interested. :D :D
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Shadow I
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Post by Shadow I »

Is there any way to do market theft in this game? I can't see any obvious ones.
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Post by maddog »

no there isnt
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Gen. Volkov
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Post by Gen. Volkov »

Yeah, we need a "rob bank" spell or something.
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Post by Ruddertail »

Actually, we already had a plan to deal with this. Essentially, if you had more cash in your bank than was allowed by your NW, up to 10% of bank account would feed out onto regular account per hour. Thus, bank stuffing wouldn't work. On the other hand, the buy/rob type deal wouldn't work well, as the mage would have to wait until the cash was cycled out to even ID the person they wanted to rob, and then they'd need to wait a while for all the cash to be available, or else they'd be stealing pitifully small amounts.

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Shadow I
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Post by Shadow I »

I like that idea. It has a good balance to it.
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Post by Slasher »

Ruddertail wrote: Actually, we already had a plan to deal with this. Essentially, if you had more cash in your bank than was allowed by your NW, up to 10% of bank account would feed out onto regular account per hour. Thus, bank stuffing wouldn't work. On the other hand, the buy/rob type deal wouldn't work well, as the mage would have to wait until the cash was cycled out to even ID the person they wanted to rob, and then they'd need to wait a while for all the cash to be available, or else they'd be stealing pitifully small amounts.
Should be per so many turns not per hour
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Shadow I
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Post by Shadow I »

no, because then you would only get the leakage while you were running, which completely defeats the purpose of the idea.
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Post by Slasher »

Yeah but what if someone doesn't login for 2 days and they come back and half their cash is gone, it's gonna piss them off a bit ain't it
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Post by Ruddertail »

They should have been more careful to protect their cash, either by not allowing so much to be in the bank, or by taking some measure to keep it safe. If it's only by running turns, it becomes exploitable - just have a clany resell and not run turns, and he can cram his bank as full as he wants, thus storing all the clan's cash.
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Post by maddog »

down side is u get someone good like arty then they will just mass troops and not sell in turn locking the land coz people cant break them due to troop numbers
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Shadow I
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Post by Shadow I »

Yeah but what if someone doesn't login for 2 days and they come back and half their cash is gone, it's gonna piss them off a bit ain't it
There are many ways to protect your cash - clan treasury is a good one, buying troops is another. How much your bank can hold is based on net worth. The more net you have, the less will leak out, which will in turn advocate keeping resources on the account rather than the market. The gameplay I have seen so far is very tame, almost boring - longterm storage and then a jump at the end. Variety is needed ^_^

down side is u get someone good like arty then they will just mass troops and not sell in turn locking the land coz people cant break them due to troop numbers
That can be done anyways. Changing the market won't change that, but it might make the market a little less exploitable than it is now. Right now the market is the only viable strat, because it is 100% safe. If you take that security away, defense becomes a more integral part of the game. Right now defense is simply not needed for normal gameplay. I keep defenses raised out of habit, but if someone were to catch me with shields down they would do hardly any damage. With cash to protect in the picture and troops being a useful way to take it, there will be more incentive to keep troops on the account as protection rather than using the market at every opportunity.

I am arguing similar points on RWL, with mixed feedback. How does the development team work for FaF?
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