Cities:Suggestions/Market Suggestions
From Cities
Use this page for all suggestions about the markets.
Send unsold items to the dump
I'd like a "send to dump" button beside each item on the market listings view. Sort of like the automatic markdown suggestion below, only easier to program. - Isambard 01:11, 8 November 2007 (GMT)
- Or have two more levels for the merchants guild quest: one for "send to dump" and one for "drop price by 10%". - Isambard 01:59, 23 November 2007 (GMT)
Timestamp on Stall Monkey Reports
It would be nice to see timestamps on the stall monkey reports. Each sale doesn't need a timestamp (and that might get too crowded too fast, and ruin the nice "one sale per line" organization), but it would be nice to have two timestamps per report (one at report's beginning, one at report's end), so we can have a general idea of how much has sold per day/week/month/era. Alternately, some kind of "this report spans X days Y hours" would be nice. PotatoEngineer 12:49, 25 June 2007 (BST)
Darth Mall
By order of the 'king, the following is a transcript of the relevant bits of conversation on IRC regarding ideas for a shopping mall. Before the "Darth Mall" project can progress beyond the idea stage, approval by the Board of Overseers will be required.
[16:33] <ancev> if was xml info for the shops, very cool tools would be possible [16:33] <ancev> since one of the biggest problems with shops is finding the one that have what you want [16:33] <spugmistress> agreed ancev [16:34] <spugmistress> or just not knowing which shops sells/buys what [16:34] <MJ[Lappy> Shop info feels like something that could be written to fit into the game metaphor, if you see what I mean :) [16:34] <MJ[Lappy> e.g. a place in cities where you can register your shop, or another level to Merchant's Guild [16:34] <darkling> Or both... [16:34] <MJ[Lappy> :) [16:35] <ancev> the guild idea is cool [16:35] <ancev> after all, its a Merchant Guild [16:35] <ancev> so proeminent shop owners surely would be registered [16:35] <ancev> with his usual prices [16:36] <Vashka> the more stuffs you have sold at the markets, the more shop outlets you should be allowed, too :) [16:36] <Elsephone> No [16:36] <Vashka> heh [16:36] <Elsephone> No fun for late comers [16:37] <Elsephone> I am planning a new shopping district [16:37] <JAD> ooh [16:37] <Vashka> Ooh! [16:37] <JAD> intriguing [16:37] <Elsephone> With zones [16:37] <Heyus2> elseware: will there be a food court? [16:37] <Vashka> (I was only joking really, tho I would like more shops) [16:37] <Elsephone> Food court. Sounds great [16:38] <Heyus2> woo! [16:38] <Heyus2> how bout a duty free shopping district next to the airport? [16:38] <Heyus2> VAT is evil [16:38] <Vashka> btw, does anyone else not bother reading the whole inventory of really big shops, or is it just my short attention span? [16:39] <Elsephone> Hmmm... [16:39] <Elsephone> How about a mall? [16:39] <spugmistress> noooooo [16:39] <spugmistress> malls = evil [16:39] <Elsephone> Yes. A darth mall [16:39] <Sertularian> Vashka: I scan for a while, then get bored [16:39] <spugmistress> plus then you'd need zombies [16:39] <Heyus2> malls are filled with old people on sunday mornings [16:39] <Heyus2> Elsephone: BAD [16:39] <ancev> shops currently implementation look like RL... and this sux [16:40] <Sertularian> :D @ Elsephone [16:40] <ancev> you always end buying in the one near you, and not the cheapest [16:41] <Heyus2> armorer item: catalog. armorers can make it from 100 sheets of paper and something, shop owners can pay 100gp/day to list their items in it [16:41] <Vashka> I love looking round all the different shops, but I like them all small and nice [16:41] * Bubba_est_nKlein never buys anything, since he has no materialistic needs [16:42] <spugmistress> looking 'round the shops' only really works for the windy city/kings road district [16:42] <spugmistress> you miss out on all the other shops [16:42] <Elsephone> This writes itself [16:42] <Elsephone> i'll look into it tomorrow [16:42] <Elsephone> there will be floors. Each floor full ofd lots [16:42] <Elsephone> each floor themed [16:42] <Elsephone> food, combat, magic, crafts, collecters, flea market, rare, noveltty, livestock etc. [16:42] <Elsephone> Sound good? [16:43] <ancev> spugmistress: yep [16:43] <Vashka> mm yes [16:43] <Vashka> you will restrict what can be put in each shop? [16:43] <Bubba_est_nKlein> Capitalist pigs, the lot of you [16:44] <Elsephone> Floors will have a standard layout and a name [16:44] <ancev> maybe we can have 1 day free to loot the current shops... [16:44] <ancev> then, becoz the incidents, the GL decide to move all shops to the mall [16:44] <Elsephone> Restrict... No, but context should help people specialise [16:44] <ancev> with more security and metal detectors :P [16:45] <Vashka> It sounds fantastic! [16:45] <ancev> there are some shop in my loot-list [16:45] <JAD> so it will just be full of empty lots? [16:45] * Vashka bars ancev from her shop ;) [16:45] * spugmistress prefers internet shopping to browsing malls [16:46] <Vashka> spugmistress: this way we get the best of both worlds! :) [16:46] <spugmistress> heh they should be populated by scallies [16:46] * JAD did enjoy the darth mall pun though [16:46] <Vashka> hoodies? [16:46] <spugmistress> well yes, inherently evil ;) [16:46] <Sertularian> Can we set minimum kudos levels for shoppers, and / or ban specific people? [16:46] <Heyus2> hey! [16:46] <ancev> Jon?s shop would be the first one to be looted [16:46] <ancev> followed by the cucumber sandwich factory [16:46] <Vashka> I think we should have what Sert said (and possibly said it before) [16:47] <Sertularian> Or set maximum numbers of items per day or per transaction? [16:47] <Sertularian> Not that I would want to ban Heyus2 ... necessarily.... :) [16:47] <Elsephone> Current shopping strip wont be shut down right away. We'll see what happens. The mall will in effect have n floors when food1 fills we will consider adding food2. [16:47] <Elsephone> Or.... Maybe... [16:47] <Elsephone> Well we will see [16:47] <Elsephone> i [16:47] <ancev> and cavity searches for peoples acting suspect (buying too much and like) [16:47] <MJ[Lappy> Maybe a shopping cart? :) [16:48] <Heyus2> eee-bey island? [16:48] * Vashka zooms around the mall on a trolley [16:48] <darkling> Heyus2: We have eigh-bay island already. [16:48] <Sertularian> How about an information kiosk? [16:48] <Heyus2> i know [16:48] <MJ[Lappy> "5 items or less" - quick to buy stuff, but you can only get <=5 [16:48] <MJ[Lappy> "trolley" - takes about a day ;) [16:48] * Vashka bumps into spugmistress and pulls her onto her trolley [16:48] * spugmistress senses a new career as a shop assistant [16:48] <Vashka> zoom zoom [16:49] <Vashka> spugmistress: let's look for boys [16:49] <MJ[Lappy> Shoes! [16:49] <spugmistress> only if we can stop off at the icecream stand [16:49] <MJ[Lappy> These shoes ruuule, these shoes suuuck [16:49] <darkling> I doubt the ones you find on the internet are going to be a bargain. [16:49] * Vashka diverts the ice cream van through the mall [16:50] <Elsephone> Why not brainstorm some mall ideas and we will look tomorrow. [16:51] <Elsephone> On the wiki. [16:51] * spugmistress begs for xml feed as well as mallness [16:54] <Elsephone> I am thinking that tha mall position could have a ground rent [16:54] <Elsephone> and an extra rent for the xml feed [16:54] <darkling> Call it advertising revenues. [16:55] <Elsephone> like 3000gp a week say [16:55] <darkling> You'd have to do a lot of trade for that. [16:56] <JAD> mall talismans? [16:56] <JAD> to promote traffic [16:56] <ancev> parking lots for pwnies? [16:56] <darkling> Or entrances to the Mall in all main cities. [16:56] <Sertularian> 3K / week seems high. [16:56] <spugmistress> the mall could be its own little dimension :) [16:57] <darkling> Is anyone documenting the suggestions on the wiki? [16:57] <Sertularian> darkling: yes! [16:57] <MJ[Lappy> Elsephone: So paying the extra rent lets everyone see your feed? [16:57] <Sertularian> I mean, yes! to entrances in all cities [16:57] <Sertularian> not that I'm documenting on the wiki [17:00] <Elsephone> Mj.. Yeah [17:00] <MJ[Lappy> :) [17:01] <Elsephone> Nah. X a week in removed in gold from your shop for rent and services. Cant pay = shop suspended not closed. [17:01] <JAD> I like it
Alright, darkling, I am in fact documenting the suggestions on the wiki. :) -- Sertularian 22:45, 22 April 2007 (BST)
More suggestions
- Relocation Incentives
- To entice existing shopkeepers into the Mall, perhaps they might be offered a short-term monopoly on a new game item, or given some, aha, "incentive stock" options. e.g. Alberta Summers would love to be able to sell Blindfolds. - Alberta 14:32, 24 April 2007 (BST)
- On an entirely unrelated note, we seem to have had a minor case of reverse shoplifting...
not sure how to take this one (do they love my shop or hate me??? hehehe):
<ancev> Jon?s shop would be the first one to be looted
but I will chime in on relocation. A shop like mine doesn't really follow a theme. I understand the concept of specialty stores, but with a 200 item permit, it's much easier to act as a general store or department store rather than specializing in one area. I've got one place I'm considering moving to, but it still wouldn't really be intuitive that I had setup shop there. I've got complete cards and books, so that would hint at the 7th or 21st floors, but if I get back into the talisman making, then that's travel on 10. I don't carry alot of weapons, but there's usually some. Overall, while I'm not looking for an incentive, I might prefer an area for big shops (I believe they're called anchor stores in malls).
On top of the decision to be made about where my shop best fits, I also have to consider the 200 or so AP to re-price everything and I lose the stored prices of items I don't currently have in stock. Is there any way that professional movers could move an existing shop to an empty lot in the mall? I would expect a fee to be paid but if it were possible to move all of my shop data over without going through the manual labor involved, I'd be more inclined to move. I'd even be willing to give up the AP (after all, what store owner wouldn't want to watch over the movers?). Not sure if this is worth the effort on the GLs part since I dont think there's a whole lot of stores this size.
Finally, I would want to know more about the rent situation before committing to moving in. On top of the taxes, this could mean some items just aren't worth stocking and would be removed. The xml feed has it's ups and downs - it becomes easier for a competitor to undercut you, OTOH you can also undercut them and anyone check their stock without having to report back to the shop. -Jon 18:44, 24 April 2007 (BST)
- Free Movement Within Mall (Still costs 1 AP for elevator. Or even maybe 3.)
This would help shopping. Right now it takes way too much AP just to browse.
Customer restrictions in shops
Following the recent controversy over ethical use of shops, I think being able to set a minimum kudos level for customers of your shop could be a useful tool. The default level could be set at zeroto make it entirely opt-in. I think this would extend the use of kudos, while keeping it as solely part of player-player interaction (I do think the kudos loss from clubbing seals spoils this a bit, though it is funny. I also think getting massive amounts of kudos from holding parties is a bit dodgy, if more deserved).
- I'd say the loss of kudos from death spoils it even more. --BlaisedeC 03:49, 16 June 2007 (BST)
Alternatively or additionally, I think it should be possible to ban specific people from your shop.
I'd also like to ban people wearing hoodies from my shop. Everyone knows they are all thieves. Wait, we don't have hoodies in Cities? Shouldn't they drop from Asbos?
Vashka 11:04, 14 March 2007 (GMT)
Sales History
Is there some way that sales history can be delivered through some means? I'm interested in seeing What sold for How Much, When, and Where, for the purpose of deciding which markets to sell my goods at. Maybe a separate RSS stream or XML API? jeffh 09:43, 2 January 2007 (GMT)
Shop Suggestion Mechanism
A mechanism that lets people write suggestions to shop owners, that the owners will see next time they check up on their business. Like asking for more sage or lower prices on bascinets. I know you could palantir, but that just strikes me as messy. vloodo 21:40, 5 December 2006 (GMT)
- You could create a wiki page for the stall/shop than a talk page. That would allow for suggestions/requests
Oz Access
A separate market in Oz would be nice. Or access to the 'Kingdom markets with a hefty shipping and handling fee. Gonzometro 02:52, 19 October 2006 (BST)
Add Bognor Market to Eigh-Bay Islands?
All the markets but Bognor's are represented on Eigh-Bay Island. Any chance for having it added as well? Seems to me that'd be another way to bring more goods through it. -- Thog 17:24, 8 June 2006 (BST)
Deliveries
When you go to the markets and the item you want is in another market, perhaps you can have it "ordered" for an additional charge and perhaps AP (wait time)? Whatever AP it is, it's still less that the time and AP to go to another market.--Frizzi 23:03, 15 March 2006 (GMT)
- Could also be a percentage cost of the item. Note that there is now a delivery robot (does it work, has anyone tried it).
- Pros
- Convenience
- I like the idea of purchasing from other markets. I think that either a "delivery fee" or some sort of AP cost should be enough of a an offset.
- Cons
- I disagree with the "Place an order from another market" thing. People generally put things on the market at a higher price in the more accessible markets (South and East markets). Placing orders will eventually mean that the 2 less travelled markets (North and West) will become obsolete as everyone will just sit in their favorite market.
- I don't see why this is a bad thing. Do we really need to have duplicated items at all kinds of different markets, selling at different prices.
Direct Delivery to your location
Could you for some extra money have a market deliver goods right to your spot? Say a summon stone that costs 2000 gold would cost 4000 to deliver? Maybe make it so it takes a certain time(number of AP) to get to you. You could impliment this with other kinds of shops with limitations for certain items to keep them harder to get.
Market Delivery Quest
Another idea would be to make a sort of "Delivery Boy Quest". People could sign up to take deliveries of supplies out to "customers". Like a reverse snark hunt, but where you end up given the snark (customer) whatever it is they ordered. There would have to minimum numbers of deliveries say like 5 and each delivery would have to cost a minimum amount of gold (20,000?), for each level of reward. Rewards could be improved movement rates, or the "Mobile Talisman Point" that I mentioned below. Another level up reward could be the free movement of players between markets or tradingposts. Leaving it cost 20 ap or a certain amount of gold would still keep it balanced, yet an enticing quest to complete. Red Guard 00:39, 2 March 2006 (GMT)
- Quests#Herman the Hermit is similar to this.
- I don't think you understand what I was trying to get at. Any player can order from one of the markets and have what they want delivered to them anywhere(within reason). That way if you run across a Vindeloo monster you can order 5 cans of lager deliverd to your very spot, without having to run to a market or whatever to get the cans yourself. Players can play the part of the delivery boy to complete a quest based on this exchange. The "Mobile Talisman Point" can be the finale reward. Maybe you have to have a special item like a "menu" or "mobile phone" to call the order in.
- So what happens when I order a 6 glass swords, 2 Vorpal Blades, and a Dragon stone, and my delivery boy takes them out for a test drive? I realize you could put them in a bag and prevent it from being opened, but how could you guarantee prompt delivery?
- How about delivering only a wormhole exit? The stuff doesn't have to physically exist with the delivery boy. If you don't get your stuff that's the risk you take. Something like if your order isn't there in 3 days your pizzas free! :p It could also be made COD. If the delivery boy fails the quest then he could lose a deposit or a fixed amount of AP. Maybe just start with being able to buy things from one market at another for a delivery fee. Split the fee with the market and the seller. Red Guard 23:40, 2 March 2006 (GMT)
- So what happens when I order a 6 glass swords, 2 Vorpal Blades, and a Dragon stone, and my delivery boy takes them out for a test drive? I realize you could put them in a bag and prevent it from being opened, but how could you guarantee prompt delivery?
- I don't think you understand what I was trying to get at. Any player can order from one of the markets and have what they want delivered to them anywhere(within reason). That way if you run across a Vindeloo monster you can order 5 cans of lager deliverd to your very spot, without having to run to a market or whatever to get the cans yourself. Players can play the part of the delivery boy to complete a quest based on this exchange. The "Mobile Talisman Point" can be the finale reward. Maybe you have to have a special item like a "menu" or "mobile phone" to call the order in.
- Delivery demands would outweigh the number of delivery boys/girls at any one time - the reward for competing the quest should be the ability to make delivery requests (perhaps some great lords may need to make a few requests to get the ball rolling...) --Gabor Kiss 11:32, 2 May 2007 (BST)
- Nah. Would make things too easy. Crap idea.
- Then limit what you can buy. :)
Place a bid
Another thing that might be interesting would be to have some reverse bids at the market. For instance I might need something that isn't currently available on the market, so I place my bid and pay my money up front, and then just wait to see if someone will satisfy my bid. DWE 17:02, 16 March 2006 (GMT)
- Pros
- I do like the "Place a Bid" option though. I might have something to sell, but not a clue how much to offer it for. There's a few bids on the market... One even sounds reasonable. Or -- I need cash quick, I don't want to wait for someone to come by and purchase this. I'll take the highest bid already posted and get my cash right now.
- Cons
- Possible downside - The market will become a seller's market, rather than the buyer's market it currently is. A buyer can choose to purchase your item, someone else's, or move on. In the bidding market, the buyer already ponied up the cash - it's a matter of whether or not the bid is high enough for you to hand an item over. The seller has full choice on who to sell to. The bidding system could also conceivably remove currency from circulation. If everyone has a bid in for a bling, but nobody's willing to part with one, then countless amounts of gold is out of circulation - creating a possible deflation. Another possible exploit - hiding money on the market. Will bids be cancellable? I could go on, but this is getting long already. Syagrius 17:20, 16 March 2006 (GMT)
Cancelable transactions
- Pros
- Not having items sit at market for ages unsold.
- Cons
- Possible Mule usage. Would need to have a penalty for taking an item off market.
Automatic Markdowns
I understand elseware doesn't want the market used as a sort of cheap insurance. (I don't really understand that though - it already is - you can sell items and NOT pick up the gold, then whenever you die, go get the cash and buy items with it.) However, items at ludicrous prices are going to permanently clutter the market inventories. Perhaps an automatic sale sort of thing: if an item doesn't sell within ten days, it gets marked down 5%/day until it sells. Alternately, you could make people pick up their items if they didn't sell, minus a 10%-of-the-sales-price delisting fee (so that people don't list items for 1000000 gold and then come pick them up later). But I think the automatic markdown process would be better. Keep that inventory moving! Everything MUST GO! (jellicle)
- I think this is an excellent idea - I'm not sure how mch stuff I've got floating around the markets and if the price has been undercut I'll never see it again and it ends up with lots of stock at silly prices in the markets. As the game develops there is always going to be the risk of people storing things (mules, lockers, markets etc) what I'm not so sure of is why do Elseware et al have so much resistance to this? Havelock2 10:06, 17 February 2006 (GMT)
- Mules and such make the game less realistic. People do much dumber things than they ordinarilly would when they know they're not going to lose anything of real value. When you know you're going to have to almost start over, you make sure you read Doc Mackie's text before you go in swinging. (Billz8)
- Items which aren't sold after two months get donated automatically to the KOT? This should have the effect of more realistic pricing and stimulation of markets.
- Thats a bit harsh, I'm a member of KooT but its not like we need the money (how long before someone sets up a competing organisation?). I've put stuff on the markets at what I thought was a fair price only for the bottom to fall out the market. In these cases either the opportunity to reprice the item, buy it back or a gradual decline in the price I offered would all make interesting dynamics. If you know that the Fire Sword you've got your eyes on goes on sale tomorrow and then decreases by 10% per day how long do you wait to buy it and risk someone else getting it? Havelock2 15:00, 17 February 2006 (GMT)
I love the idea of Automatic Markdown, I really do think it would make the markets much more dynamic. Also, it would encourage more use of the western and northern markets. Located as they are far from a place you can talisman to, they are visited less often and so would likely have items sitting the longest, hence the cheapest prices for those willing to make the trek. (Billz8) 207.63.110.37 18:09, 17 February 2006 (GMT)
Okay, integrating the above: Items that don't sell within 5 days get an automatic markdown of 5-10%/day. When they do sell, you get a message on your palintir to come pick up your gold (maybe a daily message from each market which owes you gold). The market charges you 2% of your gold balance per day that you don't pick it up. This solves the overpriced item clutter problem; ensures there are always some good deals at the markets and lots of price movement; creates a minor new server problem with people logging on at midnight to try to buy items just after they're marked down (the markdown isn't that big, so this shouldn't be that big of a problem - perhaps the markdown time can be randomized); partially solves the market-as-insurance problem by degrading the gold balance stored there. Jellicle 21:54, 18 February 2006 (GMT)
- I understand the points people are making about people using the markets as cheap insurance. I've had a few bone-head moves where the autofill has put my 51 spikey ninja throwing stars up for 5000gp instead of the 5gp I wanted to sell them for. I guess allowing people to remove items they're selling without buying them would let punks abuse the markets more-but for those of us that are just making mistakes, I've gotta blow some serious AP to remove that clutter from the market space. zingus 18:32, 1 March 2006 (GMT)
- I think we're going to go for the discounting method, eventually. We just need to get the time to work on it. Darksatanic 18:35, 1 March 2006 (GMT)
I'm late to the discussion, but it seems that all of the suggested changes will make the environment worse for sellers. I'm worried that it will kill the markets except for junk that people don't mind selling for 1 GP. Why would I put something even moderately hard to replace up for sale if I don't know that I'll get a reasonable price for it? Why would I grow fruit or fish to put on the market if I don't know that I'll get more gold back than if I spent those AP killing monsters? Hendsch 20:11, 1 March 2006 (GMT)
- It's already not very profitable to sell fish or produce at the markets. For other stuff, I think that as long as any reductions are not applied too quickly or frequently, this could work out well for sellers as bargain-hunters flock to the markets and they become more lively. I too will be cautious about putting up high-value items, but I think if done carefully this could be a great idea. Vashka 20:23, 1 March 2006 (GMT)
- Vashka, what alignment is your character? The market is actually quite profitable for produce, and maybe fish too. This is especially true for new players who don't have the to-hit or damage modifier or weapons to make killing monsters profitable. A magic bean sells for about 100-300gp, while a cucumber sells for about 2k and planting a bean costs only 5ap. I made around 10k from cucumbers alone when I've only done the visit 4 cities quest. This buys me the swimming lesson, the gps, the time and space guide, a nicer weapon, etc. All started from a single magic bean I bought from the market. I'd hate to see prices get marked down automatically. Some of my stuff was sold at the listed price after maybe a month on the market. I'm not against marking down, but maybe only with the sellers approval? Like you can go back to the market office and change the prices of your goods? LittleHamster 21:07, 1 March 2006 (GMT)
- Absolutely, growing stuff is good for new players but once you can easily kill harder monsters for fun and profit it becomes less so. Killing phoenices for example (I'm water aligned) yields feathers at the rate of about one per action point spent if you go high enough. On the markets phoenix feathers sell for about the same price as cucumbers, which take 5AP to grow. And fighting the phoenix is more fun... Vashka 21:26, 1 March 2006 (GMT)
- I recently comlpleted the first level of the Merchants Guild and got to see what I still had hanging around on the market - there's some stuff that's been undercut at least 5 or 6 times, with perhaps 10 items per seller beneath me - its going to take years for that stuff to sell naturally, and I'd rather get some money than just have it gather dust at the market. For the time being I'm running between the market and the office buying back my stuff (at a 1gp loss per pop), but I'd rahter have it automatically discounted - good items at the right price do seem to sell, within an hour or two sometimes. Maybe make it stay for a week at the original price, then slowly drop in price? --Gabor Kiss 11:38, 2 May 2007 (BST)
Reservable items
- It would be nice to be able to reserve an item. Perhaps this could be done by palantiring the market bots?
Buy Multiple Items Button
Could we have a buy a certain number of items from a person at the markets added to the buy 1 and buy all buttons? Similar to the sell options at the market office. Could this also be added to the sell options at all places that purchase things? Even if you charge more AP it would save a lot of time when selling 15 Cloaks of Invisibility to a wizard. Red Guard 16:59, 3 March 2006 (GMT)
Listing confirmation
How about adding a pop-up notification or something to help prevent listing items at an incorrect price (the autofill on the text boxes comes to mind) saying something like "Selling X water swords for X gold each, proceed?" People make mistakes, ya know? Maybe at least for items listed over a certain gold threshold.--Hamelin 07:31, 5 April 2006 (BST)
- AFAIK, this is pretty much always a bad piece of user interface design. People using it often enough will just click through the annoying "are you sure?", and the mistake it tries to prevent carries on being made -- only this time with an annoying extra click in the way.
- We're thinking about some way of decreasing the price of items on the markets (still under discussion), which would at least deal with the problem you're trying to solve. Darksatanic 10:04, 5 April 2006 (BST)
- Maybe an aging algorithm, based on the time it's been on sale and the lowest selling price. Every day at midnight all prices of a certain type in a market will get smaller, exponentially approaching the lowest price?
