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I think I got it!Auction is divided (invisible) into plenty of separate auctions. For each auction there are random 10-20 active players selected (you do not know who it is). You put blind bids. Then the winner is selected and all participants names are shown (so you can send insults to your friend who happen to outbid you while not knowing you were participating in the same auction as well).Any problems that could arrise from this? Any improvements or better ideas?
I was wondering how to make an auction for huge amount of players. Like the game (city) puts on sale a factory (some building/contract) and players (companies) compete to get it.
Then the winner is selected and all participants names are shown (so you can send insults to your friend who happen to outbid you while not knowing you were participating in the same auction as well).
However, QuoteThen the winner is selected and all participants names are shown (so you can send insults to your friend who happen to outbid you while not knowing you were participating in the same auction as well).I know this is probably a joke, but I don't see the value in encouraging players to argue about things outside of their control.
This topic is about "auction system that would work with a huge number of players", you post everything you find related. The first post was just an example listing the key problems I find the most important.To me an assumption that there must be more than one winner in an auction where 1000+ players participate was obvious. If you think otherwise you just post your version.
Quote from: Topazan on February 12, 2010, 02:35:08 PMHowever, QuoteThen the winner is selected and all participants names are shown (so you can send insults to your friend who happen to outbid you while not knowing you were participating in the same auction as well).I know this is probably a joke, but I don't see the value in encouraging players to argue about things outside of their control.Nope, it was not a joke I thought some might like it... but yes, I have doubts on this one as well.
What about just giving it to all the top bidders?
Or how about just holding separate auctions for each one? Each time you bid on one lot, your money is held in escrow for the duration of the auction, so one person can't bid on all of them and expect to succeed.
What I strive for is some non direct/non combat competition over limited asset, the term "auction" should be interpreted very broadly here.
If that's the case, then the question becomes who do you want to have the factories, if not the players paying the most money? If you don't want players to compete for them, then why make a limited number in the first place?
To me, it's like saying "I want players to be able to race each other, but I don't want the fastest ones to win."
Also, solving inflation problems is critical if you want any type of good economic gameplay.
Quote from: Topazan on February 13, 2010, 04:41:37 PMIf that's the case, then the question becomes who do you want to have the factories, if not the players paying the most money? If you don't want players to compete for them, then why make a limited number in the first place? Well, I want auction "feeling". I want the players to feel that they compete in an auction with other players. Gameplay effect is of low importance, I could redistribute factories in much more efficient (gameplay terms) way than an auction. I want the intense feelings and emotions of auction, nothing more (but of course if some nice gameplay effect comes from this as a bonus I would not mind at all).
QuoteTo me, it's like saying "I want players to be able to race each other, but I don't want the fastest ones to win." Yep That's very accurate. Althrough I would say that the fastest one should have more chances than the slow ones QuoteAlso, solving inflation problems is critical if you want any type of good economic gameplay. Inflation does not exist in my games (I have rounds and geometrical price increases on some crucial goods, actually the richer you are the more starved for money you are).
If you want the lowbies to be true participants, maybe another way to do it would be to somehow let them bid on smaller 'shares' of the building. This could either mean they get a portion of the building's output, or just something they can resell at a higher price to someone who wants to control the whole thing. The latter has the effect of redistributing some of the wealth.Actually, that could work as a continuous auction. Say the person who has more shares than anyone else controls the factory. If at first every player has one share, someone could buy a second share from another player to gain control, then someone else could buy two shares to take control and so on. Lowbies may not have a chance at gaining control, but they can still make money by speculating.
QuoteQuoteAlso, solving inflation problems is critical if you want any type of good economic gameplay. ...That was in response to dsheroh, but good to hear you're giving some thought to it.
QuoteAlso, solving inflation problems is critical if you want any type of good economic gameplay. ...
Quote from: Topazan on February 13, 2010, 05:57:56 PMIf you want the lowbies to be true participants, maybe another way to do it would be to somehow let them bid on smaller 'shares' of the building. This could either mean they get a portion of the building's output, or just something they can resell at a higher price to someone who wants to control the whole thing. The latter has the effect of redistributing some of the wealth.Actually, that could work as a continuous auction. Say the person who has more shares than anyone else controls the factory. If at first every player has one share, someone could buy a second share from another player to gain control, then someone else could buy two shares to take control and so on. Lowbies may not have a chance at gaining control, but they can still make money by speculating.In other words, an actual stock market (as opposed to typical in-game "stock markets" which are nothing more than longer-term gambling systems).
QuoteQuoteQuoteAlso, solving inflation problems is critical if you want any type of good economic gameplay. ...That was in response to dsheroh, but good to hear you're giving some thought to it.What can I say? Inflation and economy issues are at the front of my mind right now, since that's what I'm currently grappling with on my game.
The trading system I'm working on for Xiphos has continuous double auctions for resources - like how trading works in financial markets. I've written a more detailed post on my dev blog http://www.xiphosgame.com/post/9#marae-post-9
The stock market uses auctions.
I'm sorry, but you're wrong. Third paragraph in the "trading" section - http://en.wikipedia.org/wiki/Stock_market