yes, that was pretty clear now
I'm not sure if I like the fact you can transfer goods without travelling, which is actually one of the main cornerposts of this strat. Goods don't move themselves, and moving goods is dangerous.
Also, I'm afraid that some clans will find advanced ways of exploiting that again.
I'll think about it.
Okay lets tweak this idea then with these factors in mind and refine it a bit.
Sorry its a little wordy but there is a lot of core stuff changed with this idea.Have the cities main crafted goods posted first, then the global market listed separately afterwards with the crafters name, and the city the goods are located in.
You can purchase the goods from any location, however you have 7 days to get to that city to actually complete the transaction. When you buy the goods like this the gold is automatically removed, however the crafter doesn't receive the gold until the player enters the city and the transaction is automatically completed. Also allow the crafter the option to accept, or decline long distance purchases, perhaps even add the option for the crafter to have a reserve price in % (range from 0-10 max maybe).
Secondly, allow the purchaser the option to pay for delivery, the bonus for delivery is as follows - 50% (maybe even make it as high as 75%) between the 2 furthest cities on the map. Delivery fee/bonus is automatically generated, and fixed. When a delivery is requested, the crafter has the option to accept / decline the delivery option, if it is accepted the purchasers gold is removed for the transaction, and left in the city, the purchaser is free to move to any other location immediately after buying. The crafter will then have 7 days to make it to that city to complete the transaction. Once the crafter arrives they receive their gold, and leave the goods in the city for pickup at the purchasers convenience.
If the crafter is killed on the way to the city, the transaction is canceled and the goods lost. If a battle is initiated with the crafter while they are on their way to the city, the transaction timer is frozen from the moment the battle is initiated till after it is completed. This will allow for a full 7 days travel time for merchants despite being attacked.
What you guys think of this idea? I tried to make it in a way that wouldn't be exploitable, but still fun enough to try and trick gullible crafters to come to places that they maybe shouldn't.