December 2015
did they fix the trade market?
March 2016
YES ! EXACTLY !
No one cares WHO is selling what, we only care about buying what we need.
As there are a variety of ways to organize the search criteria, and I'm assuming the current flow of an unnecessary 2nd page is there for a reason. So one possible search screen might be based on how the desired item is produced: in a factory, in hardware store, in ...
April 2016
April 2016
The ideal scenario would be too make the global market similar to real work stock markets. Use the same UI which is used for selling for placing purchase requests. The buyer can set a request and define the highest price they are willing to pay. The server then matches sellers with buyers based on availability and price, on a first come first served basis. This will make Purchasing a lot less frustrating.
April 2016
One thing also, you might want to consider showing how many items we have on stock while inside global trade. That way, we can budget purchases for certain items and not get all excited that finally the item I am purchasing is finally available and then you cant purchase it because your storage is already full.
May 2016
The ideal of a searchable global trade is what i would like to address myself if you were to implement a search function you would only need to have it broken down by categories one for each of the production buildings as well as one for each of the 2 expansion types mountain and beach and a final one for Vu Tower supplies, these additions would make it so much easier to conduct profitable and fun transaction with other mayors around the globe.
June 2016
Greatest idea. I think they deliberately do not do this to keep us searching and searching and searching in the game. The more we end up staying in the game and eventually out of frustration use real money sometimes. Perhaps...?
June 2016 - last edited June 2016
@mskelbel wrote:
I've been saying this for a long time. A dropdown list with the item we're looking for instead of a bunch of remote buttons and donuts would be great. We may still end up with locations that the item isn't available, but we would have a better chance this way.
If we can't do a drop down list for the specific item, could we at least do a category search based on the item type or building that is used to create it (for crafted items)?
June 2016
@propro2323 wrote:
Absolute GARBAGE. How this game could be released with such a TERRIBLE part of the game present is BEYOND COMPREHENSION.
For the past week, even though there were TONS of donuts, somehow, when you found an item you wanted, you were able to select it, go to the city, find it there, and actually buy it! I was successful at this about 95% of the time, FOR THE PAST WEEK.
NOW, with this "donut change", it is virtually impossible AGAIN to buy anything!! But the time you find it, go to the city where it is located (WHICH IS A MORONIC PROCESS) and select it to buy, IT IS GONE!!!!!
YOU HAD THIS WORKING, SORT OF, FOR A WEEK!!!! WHY CAN'T YOU PEOPLE FIX THIS???????
Someone for got her midol today... Less caps, more content.
June 2016
The main problem with this market is actually the price controls and lack of search functionality. This game is clearly made in Russia and Russians are pretty much clueless about how market economics work. If there weren't price controls, the prices for rare items would shoot up, and then they would have less demand, so the market wouldn't be hit with a million requests for a single rare item like it currently is. Then it would actually make sense to have a search function, because the item price would get really high, storage items like locks should be more like 10000 to 20000 simoleons, if not more. This would make the game more fun anyway, so not sure why they have these crazy price controls -- communist / socialist mindset I'm guessing.