maryday,
as often, i did not understand everything, you wrote. but i'll try to answer what i understood.
What is a "real" price?
in my opinion a "real price" is a middle price between the discountprices, some charge from their aprentices and friends and the prices others charge from unknowing (newbie)victims.
that is, why i favour to express the prices as ranges during the first step.
thread (2 CC)+ leather (3 CC)+ 1 CC work= bag (6 CC)?
let me answer with another question:
would you prefer that everybody has to pay 80 copper for a bag?
(a price i read recently)
but that allready tangents the second step. thinking about, what prices should be.
i, personally am against fixed prices.
but i am against unjustified prices too.
if i am not misstaken, we will have more NPC traders in the future.
to make them fit with a player economy, their buying prices must be so, that they leave a small margin of winning to players selling to them. their selling prices must be high enough, for players to prefer to buy from other players, but not too high, making things unaffordable.
i foresee, that after intense study of the various production-chains we will give some suggestions to the devs, where to change the quantity of raw materials needed, to balance the relation between cost and use of items.
Do we want a 5 CC max.price on onionseed for every bypasser, who cares nothing at all where he gets the seed from,
and who will be soon a concurring power?
my opinion on seeds:
it is not good, that a farmer has to produce seeds every second or third time, he plants.
so i would advocate to raise the number of seeds harvested per field.
and then make them cheaper.
the actual price of seeds only reflects, that it is too difficult to produce.
the other "big" thing in farming, the locally different fields, is contraproductive, as it is now.
instead of furthering trade, it converts farmers to roving gipsies.
for that to work properly, it would need fields without free access to everyone.
sorry, but morepoints i did not understand, really.
korm