Since PrUn’s market is dynamically driven by players, price naturally wants to fluctuate. A fixed market maker (MM) would however hard clamp fluctuations within a predetermined range, while still providing infinite supply/demand. This would eventually lead to everyone relying on MM (such as b-fabs & MCG or MM cash printers).
A dynamic MM could however soft clamp fluctuations when supply & demand are at balance and allow price shifting when imbalance occurs, at the same time providing infinite supply/demand when market is not fully established (e.g. early game).
The dynamic MM would track amount of commodity traded with it and adjust its listing price once certain trade amount is reached, in some cases a separate condition have to be met (to prevent player intentionally manipulating MM price for profit). So here’re the rules I got for MM:
- Set a threshold unique to the commodity with MM orders.
- Do not adjust when weekly production of a commodity by all players is less than the threshold;
- Do not adjust when weekly trade amount is less than the threshold;
- Track amount of commodity that’s traded with MM and total trade amount within a week;
- Increase in MM sell & decrease in MM buy: above 25% of trade amount was with MM would trigger a price change of 5%, above 50% triggers a change of 10%, above 75% triggers a change of 20%;
- decrease in MM sell & increase in MM buy: if no trade was made with MM in last 4 weeks, MM price change to 2% away from the order directly in front of MM;
- MM prices are independent across different CX.
Dynamic MM would be a beneficial feature for everyone, except for those relying on MM cash printers. (I personally don’t like this source of income since it’s a steady stream of cash without need to interact with players.) So in this universe, dynamic MM maybe would only applies to lower tier commodities.