Same stuff as previous quotes.
I will make one last try to explain it as I would explain to my 4 year old little brother.
1) NPC both BUYS and SELLS copper.
2) BUYING price = 10 gold for 1 piece of copper.
3) SELLING price = 15 gold for 1 peice of copper.
This makes it useful for players with alot of copper, when the demand is low and supply is high, to STILL MAKE SOME PROFIT by selling to NPC. Mkay?
Since the NPC BUYS copper for 10 gold a piece, the player SELLING the copper wouldnt SELL for LESS than 10 gold to another player right?
Say he gets offered 9 gold from another player, this means he would lose 1 gold by selling to the player instead of going to the NPC.
Benefits: Keeps a steady lowest price for goods once they are too available, and still makes good profit for players who wants to get rid of these quick.
Call it a parachute for too much inflation.
On the other hand, the player might want to try his chances and make more profit, he might not need the money right away, so he waits until a player that has reached his daily cap of copper from the NPC (remember 15 gold per copper bar) so the player SELLING this copper can make a bigger profit, if he is patient.
This benefits both kinds of players, patient and impatient. While providing a means of controlling the economy from spinning out of control.
Next we will cover the NPC SELLING copper. We agreed on 15 gold right?
"So why does he sell it more expensive than he buys it?" you might ask.
You see my friend that is to keep a margin in between where you as a developer see the currency fit considering the mechanics you introduced in the game. (accumulation rate etc).
But remember there is a maximum amount of copper available from the NPC per player and day.
Example: Player 1 needs 5 copper bars, NPC only allows him to buy 1 each day.
This leaves our player with 2 choices, be patient and economic, and wait for five days buying 1 bar of copper every day, summing up to 5 days multiplyed by 15 gold = 75 gold.
On the other hand he could just buy 4 from another player. at the price of lets say 20 gold for the ease of multiplications. this has lost our player 20 gold, but he gained 4 days in waiting time choosing to buy from another player.
He could also wait until a player sells his copper bars for less than the npc SELL them for (not BUYS try not to mix them up this time). Which could be 14 gold.
This way BOTH players benefits from 1 single transaction, where the SELLER SELLS for MORE than he would to the NPC.
And the BUYER BUYS for LESS than he would from NPC.
Benefits of the merchant NPC: Keep a roof on the prices.
In this 1 transaction, the real resource of value is the copper. But the gold helps the players buy this copper.
What if the buyer only had oil, a crate of oil might be worth 200 copper bars. and he only needs 5. He might not want 195 copper bars lying around.
That is why currency is good. This is why we have used it for 4 thousand years.
If you don't get it this time I give up.