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Marketplace 3.0 in the works

So over the past month I've been developing a materials auto-pricing system to allow us to rapidly deploy new marketplace systems in our chapters that will balance material costs across all games we play. I've enabled the test in Warhammer Online to see how a small community handles the system and what pitfalls it encounters.

The system is built on Material Tiers which can be based off Skill Required to Use or Gather, Vendor Price, or Player Level to Acquire. Once we have the value that determines where it stacks in a tier structure we can apply a modifier (rarity/color).

The goal is not to gauge on in-game economy, but gauge it in our own economy across all games we play. So donating a rare material in one game can allow a player to request another in another game. It's also purposely built to be at a loss across the board. This allows us to celebrate and encourage the act of giving even when the reward is less than you gave. It's how we separate those who give without concern of the reward and those who take without concern of sacrifice.

Featured: April 2018
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