admin Posted May 2, 2015 Posted May 2, 2015 Hello Captains. What games to your opinion have best trading, and/or building and/or crafting you have played? And why they are the best to your opinion? 1
Schuetzengel Posted May 2, 2015 Posted May 2, 2015 Der Patrizier / The Patrician very complex. you had to make your own (paper)lists with wares and prices, update them and create yourself a route which is suited for your capital and the hold of your ship. also had to be flexible to not oversaturate the market. http://en.wikipedia.org/wiki/The_Patrician_%28video_game%29
LeBoiteux Posted May 2, 2015 Posted May 2, 2015 (edited) Ubi soft's Anno 1404 : nice graphics, fun, immersion, quests, six levels of housing, the range of goods (spice, milk...), two culturally distinct zones with specific architecture (Orient, Occident), the gameplay (easy to understand), the automatic trading process, the system of colonizing a new land. http://en.wikipedia.org/wiki/Anno_1404 Edited May 2, 2015 by LeBoiteux
Ned Loe Posted May 2, 2015 Posted May 2, 2015 1. Pirates of the Burning Sea. - Can't beat that, years of economy development that is still being expanded. 2. Guild wars 2. 3. Railroad Tycoon 3 4. Port Royale 3 2
SternVonAfrika Posted May 2, 2015 Posted May 2, 2015 i like the trading system in elite:dangerous. plus the community goals are a really cool feature 1
William the Drake Posted May 2, 2015 Posted May 2, 2015 Single Player: My vote goes to the game East India Company. The reason? It is first and foremost a trading and market speculating game. Combat and conquest are secondary: you can play and win the game without waging war (if you're good). Any strategy that goes into the game is 1st about what to buy, where to sell it, and how much to invest in your trading fleet. Next is combat, and the combat engine isn't all that great. It's not bad, but also not stellar. But again, the focus of the game is on trade.
Fig Posted May 2, 2015 Posted May 2, 2015 Besides for the ridicilcious values of the products elite dangerous has a REALLY good system.
M G Posted May 2, 2015 Posted May 2, 2015 I'm just going to paste this text from another post that I'd made, with reference to crafting. I don't know about anyone else, but some of the most fun I've had in an MMO as a crafter was in SOEs Vanguard, Saga of Fish/Heroes.... or something. The crafting system in that allowed people to actually be skilled within their crafting sphere. Experience was a key factor that went hand in hand with the skill. The system worked by giving the player X amount of points with which to complete the crafting task. The task could potentially be completed at a poor quality level with few allocated points spent. The *good* crafter could make the same item at a far higher quality by their use of their allocated points during the crafting process. However, their (Saga of Fish) system had complications thrown up during the process, which cost points to rectify. These complications had to be addressed, or the finished item could be sub-standard, or at worst the crafter would not have the the required points to even finish the task. If and when I see a similarly skill based crafting system in any PC game, I will be as happy as a pig in poo. If I saw a similarly skill based crafting system in Naval Action, I'd probably wet my pants. As for a trading experience in a PC game, EVE wins hands down. The economy in SWG (that's Star Wars Galaxies for anyone that doesn't know) was also a player driven economy, and worked extremely well.
Jack Feathersword Posted May 3, 2015 Posted May 3, 2015 Eve - The stats and scope of the market. Guild wars 2 -Ease of access and simple to understand system. Star wars galaxies for the crafting and player driven eco.
Ratas Posted May 3, 2015 Posted May 3, 2015 Another vote for Elite Dangerous. It certainly has good Trading system, background simulation has it's failings but potential is great and it already works well enough. Also the starmap route tool was a horrible mess last time I tried it, but idea is good on that too. My personal interest about Trading is that it causes reliable Merchant routes where I can hunt. So logical changes in economy and pricing ia what I'd like to see. Also good enough routes for traders so that they take the risk willingly.
M G Posted May 3, 2015 Posted May 3, 2015 I would just like to add in relation to the SWG crafting system, that the crafting itself was boring. The resource gathering and finding the best raw materials for the desired crafting sphere was great. BUT, if a system could be implemented that had both in depth resource characteristics, which directly affected the crafted item, but also a skill based crafting system, then I'd relinquish control of my left testicle.
graphite Posted May 3, 2015 Posted May 3, 2015 For me it would be Trevor Chan’s Capitalism II. It allows the player to create and control a business empire. This in-depth strategy game covers almost every aspect of business that could be encountered in the real world, including marketing, manufacturing, purchasing, importing and retailing. Although it is based on modern times, the core could easily be adapted to suit the NA time period and product line up. "In terms of scope and comprehensiveness, it has no equal in the world of business simulations. IGN.com Review Score: 9.0 / 10”
Jack Feathersword Posted May 4, 2015 Posted May 4, 2015 (edited) Guild wars 2 Hmm can you elaborate why? I have played a lot of GW2 and i have traded the whole time. Some of the things i like about it. 1) casual players can use it without too much drama or stress from anywhere to sell the proceeds and loot quickly. 2) It is quite big allowing for people to set up shop and play/corner small parts of the market. 3) It has a good mix of consumables and gear to make sure that items keep rolling over. 4) The stats and qualities are easy to find and understand. 5) The API means that although the stats within the game are lacking anyone who wants to can access the raw data to make their own tools. Things that it lacks. 1) charts of the recent prices for buy/sell orders 2) a good way to track your income/current money/future money. 3) a way to save favorite searches and items. 4) contracts or recurring buy orders. Edited May 4, 2015 by Jack Feathersword
Ned Loe Posted May 4, 2015 Posted May 4, 2015 Hmm can you elaborate why? I can't simply explain the whole system, but it is one of my favorite ones. I can simply convert their system into realistic NA any day for comparison reasons. Please let me know if you need it. Some best features include: User friendly interface. On the go sale ability. Current buyer/current sellers option. Very good organization of products and resources. (Filters). More info: https://wiki.guildwars2.com/wiki/Trading_Post Crafting disciplines: (Runes, Sigils, Runes add extra % to stats we need these similar items in NA) https://wiki.guildwars2.com/wiki/Crafting ArmorsmithHeavy armor (Used by soldiers — guardians, warriors and revenants)RunesMetal boxes ArtificerMagical weapons (Foci, staves, scepters, and tridents)SigilsPotions Tonics Tuning crystals ChefFood-Dyes HuntsmanProjectile weapons and off-hand utility items (Short bows, longbows, pistols, rifles , harpoon guns, torches, and warhorns)SigilsMaintenance oils JewelerTrinkets (Amulets, rings, and earrings)Jewels- LeatherworkerMedium armor (Used by adventurers — engineers, rangers, and thieves)RunesLeather packs TailorLight armor (Used by scholars — elementalists, mesmers, and necromancers)RunesCloth bags WeaponsmithMelee weapons and shields (Axes, daggers, swords, greatswords, maces, hammers, spears, and shields)SigilsSharpening stones Great amount of resources around the world. Nice crafting system with tiers and recipes. More info: https://wiki.guildwars2.com/wiki/Crafting Recipe levels: Armorsmith Novice • Initiate • Apprentice • Journeyman • Adept • Master • Grandmaster Artificer Novice • Initiate • Apprentice • Journeyman • Adept • Master • Grandmaster Chef Novice • Initiate • Apprentice • Journeyman • Adept • Master Huntsman Novice • Initiate • Apprentice • Journeyman • Adept • Master • Grandmaster Jeweler Novice • Initiate • Apprentice • Journeyman • Adept • Master Leatherworker Novice • Initiate • Apprentice • Journeyman • Adept • Master • Grandmaster Tailor Novice • Initiate • Apprentice • Journeyman • Adept • Master • Grandmaster Weaponsmith Novice • Initiate • Apprentice • Journeyman • Adept • Master • Grandmaster https://wiki.guildwars2.com/wiki/Recipe Crafting levels and experience: Crafting Level Experience per Level 0-100 1% 101-200 2% 201-300 3% 301-400 4% Crafting levels are grouped into ranks. Level Rank 0-74 Novice 75-149 Initiate 150-224 Apprentice 225-299 Journeyman 300-399 Adept 400-499 Master 500 Grandmaster
thomas aagaard Posted May 4, 2015 Posted May 4, 2015 (edited) 1. Pirates of the Burning Sea. - Can't beat that, years of economy development that is still being expanded. The system is rather poor compared to eve... Not the way you build stuff it self(that was great),. but a lot of functionality is still missing. There is still have no easy way to lots of stuff from one person to another and a lot of other functionality that was in EVE 5+ years ago that is not in the game... (buyorders, sell orders, containers, corp orders and so on... easy ways of transerfing goods from one person to another... "hangars" corp hangars and so one...) But I still played PotBS one and off from beta until the "eco patch" last year...(that pretty much ruined the system) mostly as a ECO player... (then I moved to this game.) Edited May 4, 2015 by thomas aagaard
Jack Feathersword Posted May 5, 2015 Posted May 5, 2015 One other thing i love about Gw2 is the ability to break down goods and loot that i don't want to sell or use myself. This is something that really gets to me in Elder scrolls online. Something like being able to breakdown loot into planking, sail part etc might be a good system. 1
MacVaultDweller Posted May 8, 2015 Posted May 8, 2015 This may be skirting at the edges of this topic question but as part of the trade aspects of the game I would like to see the ability to Craft chests with different sizes weights and volume for contents *( Volume and weight assignments should be a part of every item and should play an important roll in assessing ships cargo) Place chests and have a running log of those chests locations Sell and buy chests both filled and empty with items The ability to hire a store clerk to which you can attach chests to one set for goods to sell, one set for coin to buy and one set empty for goods received.
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