Re: "Black Friday Stampede" style trading system - COMPLETELY broken
I believe that the huge trading volume which causes the "click-race" for auctions could be alleviated by removing the price cap which would balance out supply/demand. Most - if not all - items are currently selling well below their market value due to the cap, causing this huge demand. I believe this change is good because of it’s minimal impact on the system programatically. Less code/design changes are better and more likely to be considered anyway.
Effect of removing price cap: Prices will increase and balance equal to the time cost of producing an item and divided by demand for an item. This demand includes both consuming the item itself for direct use or in production of a derivative item. Lower demand for items means less activity on the overall marketplace, significantly increasing the chances of actually getting an item you are buying on the market.
Where things go bad...
Effect on on perceived value of Simoleons: A dollar doesn't go as far as it used to anymore. Inflation will have a profoundly positive effect on fixed price cost of infrastructure. The down side of this is the removal of the money management aspect of saving to invest in infrastructure.
Effect on city growth: Cheap infrastructure means lower resistance to growth. Faster growth means higher demand for items. Higher demand for items pushes prices higher on the marketplace once again. Price inflation for items continues to depreciate the value of infrastructure.
The fix? Infrastructure cost should be based on market value of set items (but converted to Simoleons) and allowed to fluctuate. Why not take it a step further and allow the purchase and trade of infrastructure buildings on the marketplace?
Effect on development: removal of upper and and lower cap should be trivial programmatically. Pairing infrastructure prices against market value of items would be more leg work but still all back end.
Getting down to brass tax...
Effect of purchases of SimCash: A higher cost for goods can only have a positive (from an business standpoint) impact on the purchase of SimCash. A higher Simoleon cost means more SimCash required (converted to Simoleons) for those who are too impatient to wait for tax income or item production.
Changes to the game cost money and dev hours. Show EA the value and they will deliver. I believe there is a way for us to get a better game and have EA make more money at the same time! :D