Difference between revisions of "Trading"

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(from experiments, cannot trade to heavier to lighter items if inventory is almost full)
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The traders appear to stay in business by ripping off travelers who can't speak their language. "Hockackickack Hokbak? Sure, I'll buy that gourd in exchange for my rifles."
 
The traders appear to stay in business by ripping off travelers who can't speak their language. "Hockackickack Hokbak? Sure, I'll buy that gourd in exchange for my rifles."
  
Trading involves using two pulldown menus to select a type of item from your inventory and a type of item from the trader's inventory. After submitting your choices, the trader will propose a trade. At this point, you can either accept the proposed trade (costs 1 AP) or reject the proposed trade (costs 0 AP). Provided that both parties have the required amount of items and that the trade will not put you over the inventory limit, it will be a successful exchange. After the trade, you have an opportunity to make the same trade again (costs 1 AP).
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Trading involves using two pulldown menus to select a type of item from your inventory and a type of item from the trader's inventory. After submitting your choices, the trader will propose a trade. At this point, you can either accept the proposed trade (costs 1 AP) or reject the proposed trade (costs 0 AP). Provided that both parties have the required amount of items, and provided that you have enough empty space in your inventory to temporarily carry both groups of items, the items will be successfully exchanged. After the trade, you have an opportunity to make the same trade again (costs 1 AP).
  
 
The traders do not necessarily have an unlimited supply of items. In fact, their inventory is dependant on periodic replenishing of supplies. It is believed that native traders restock only native items and outsider traders restock only outsider items. However, trader inventory is also influenced by the items that other players have traded them. Therefore it is possible to find an item available for trade that you would not otherwise find in that type of village.
 
The traders do not necessarily have an unlimited supply of items. In fact, their inventory is dependant on periodic replenishing of supplies. It is believed that native traders restock only native items and outsider traders restock only outsider items. However, trader inventory is also influenced by the items that other players have traded them. Therefore it is possible to find an item available for trade that you would not otherwise find in that type of village.

Revision as of 09:57, 30 April 2006

Trading is a new feature added on the 23rd March.

In the outsider outposts, you'll find the trading huts of Tom, Dick, and Harry. (As their names imply, there's nothing special about their inventory -- everyone else is looting the exact same stuff for free from goodie huts about four blocks away from you.) In the native villages, you'll find the trading huts of "Tamdals" Tik, Tack, and Toe. (And perhaps if you make a line connecting all three, you'll win!) The traders appear to stay in business by ripping off travelers who can't speak their language. "Hockackickack Hokbak? Sure, I'll buy that gourd in exchange for my rifles."

Trading involves using two pulldown menus to select a type of item from your inventory and a type of item from the trader's inventory. After submitting your choices, the trader will propose a trade. At this point, you can either accept the proposed trade (costs 1 AP) or reject the proposed trade (costs 0 AP). Provided that both parties have the required amount of items, and provided that you have enough empty space in your inventory to temporarily carry both groups of items, the items will be successfully exchanged. After the trade, you have an opportunity to make the same trade again (costs 1 AP).

The traders do not necessarily have an unlimited supply of items. In fact, their inventory is dependant on periodic replenishing of supplies. It is believed that native traders restock only native items and outsider traders restock only outsider items. However, trader inventory is also influenced by the items that other players have traded them. Therefore it is possible to find an item available for trade that you would not otherwise find in that type of village.

Additional comments can be found on the talk page.

York

The York trading post is at [-70.367,+26.313]. The trader's name is Trader Harry.

Trader Harry's prices are apparently stable, April 12 - April 26, 2006.

New York Stock Exchange
Heavy Sword $5000
Gem $1000
Rifle / Blowpipe $300
GPS Unit $250
FAK / Dried Herbs $200
Cutlass ($105-$120)
Machete $100
Gold Coin $100
Knife / Dagger $80
Blunt Machete $70
Driftwood ($65-$75)
Sharpening Stone $50
Crab $50
Banana / Mango $40
Bottle of Beer $40
Tasty Berries $40
Bottle of Water / Gourd $30
Poisonous Berries $20
Bullets / Poison Darts $15

Stock Exchange Notes:

  • These prices reflect trading up: offering multiple lower-priced items in order to buy a higher-priced one. For example, 67 bullets buys a gem, 20 bullets buys a rifle. When trading down, there is usually a commission or round-off error that yields less. For example, a machete was yielding only 5 bullets from Harry.
  • Currently the items appear to reflect trades from players rather than a magically refreshed stock. There might be premiums for trading an item to Harry that he does not yet have, or for buying his last unit of an item.
  • Be careful of round-off. For example, you'll need two GPS Units to buy one Rifle, even though 17 Bullets gets a GPS and 20 Bullets gets a Rifle. You're better off selling 1 GPS Unit into "cash" (bullets or berries), then accumulating cash to buy a Rifle, rather than cross-trading GPS->Rifle.
  • In my experience, you're better off looting the nearby Armoury, and getting your Rifle for free, rather than wasting AP on the stock exchange.

--Tycho44 19:16, 27 April 2006 (BST)