DeletedUser30143
It is a time-consuming work-around, but it is not silly. It is an intentional part of the game mechanics. It should be hard to get goods from more than an era or two away from the one you're in. It's part of the challenge of the game, and part of the incentive to find good friends and a good guild that will work around it with you.
Most importantly, though, as many others have pointed out, this change would be open to all kinds of abuse. And neither you nor the OP have addressed that objection at all. And, it would do nothing to help with the supposed problem of younger (I'm assuming he really means newer) players getting taken advantage of. People will still post unbalanced trades, and newbies will still sometimes unwittingly take them. It's part of the learning process that we all went through, as has also been pointed out.
In summation, the proposal is ripe for abuse and doesn't even solve the main problem that is stated in the proposal itself, therefore I say no to it.
You're right, Stephen, I shouldn't have used a subjective word that's a target for dismissal. What's silly in my opinion may be prudent, or even calculated, to others. And Inno's use of these "game mechanics" is intentional, but not because they want to make BA goods (for example) hard to get for players. In fact, as each player progressives, the lower age goods become increasingly easier to stockpile, both because players continue to manufacture lower-age goods (at low supply costs) while acquiring newer-age capabilities, and because they can trade their higher-age goods for a lot more lower-age goods.
The reason Inno has created a suppression mechanic in their trading code is to slow down players' progression through the game so that that are forced stay in game longer, with the intent to encourage higher, long-term game population, which may also provoke and encourage real-world transactions of money for diamonds. When you study their ratio charts, you can clearly see the bottleneck created during the first 5-7 ages by suppression of accessible trade that slows economic growth. In the charts, if you click on the button that reveals the hidden ratios surrounding the suppressed cells, you can see that Inno already has the trade ratios in place for expanding trade between ages. This is how we know that, even continuing to use their current ratio system, they could control players from making exorbitant trade offers.
Right now, higher-level players are rewarded for staying in-game so long, by being allowed to make larger trades when in the later ages -- the ratio charts show, in the white cells (not greyed out), how the newly allowed trades open out gradually from the earlier funnel of allowable, ratio transactions. It's not only a reward, it's necessary, in order to accommodate trading for and manipulating the compound goods being manufactured in the latest ages.
I'm not saying that Inno doesn't have the right to try to control gameplay and encourage player spending of real money. And it's wise to reward loyal, late-stage players; a lot of game companies don't think so and are willing to lose them to recruit "new money." But it can also be a mistake to penalize early (young, new, low-level, newbie/noob, whatever you want to call them) players by suppressing their growth and ability to "learn" game mechanics or to make satisfying progress. They'll give up when frustrated too often, and that's just loss of potential revenues for the company.
As for your suggestion that the OP's proposal opens the system to abuse, and that we haven't spoken to this suggestion by others, it's because, at least in my case, I simply don't understand what those abuses could be as explained to date. No one has made an example that I understood to be true. I think this may only be due to misunderstandings about what is being proposed, or feared, for that matter.
If we were talking about an unrestrained, global economy like used by World of Warcraft, for example, then I could understand the trepidation about opening the market up to rampant inflation or a glutted inventory. If anything I or Keith said was misleading or unclear and has led to this supposition, I'm sorry for not being more concise. One has only so much time and energy for communicating in a forum environment.
We're not suggesting implementing "free trade," only that by using a ratio rate as the sole terminology for trade value, but then suppressing the ability to apply that same ratio principle within the market structure, Inno has created an unnecessary confusion and partially false economy.
You would never tolerate this yourself when out shopping in the mall. If you went to the grocer and wanted 2 oranges, but only had a hundred dollar bill, you would expect change (fair trade of values). If the orange seller said, "I don't have change," and you really wanted oranges, you would at least then expect to get as many oranges as you could for your $100. Currently, Inno says "No, you can't get more oranges because you did not bring a $10 bill. So if you want those 2 oranges, you will cough up the big bucks."
Are you sure it's not silly?