Yes I think we should and I'm not sure endgame trading players and how much gold they can make should *ever* be a consideration, because they simply aren't the majority of players. If anything, the distorted way the trading economy works and excludes players who do not want to use guild traders is simply doing ZOS's monetisation work for them, but people don't seem to see that side of things.
On which note, it's pretty clear that a lot of the design of furnishing recipes has to do with pushing people subtly (Ivory Clasps) and not so subtly (Ancient Sandstone) to the Crown Store. It's a form of monetisation and sometimes rather glaring. So will we ever actually *get* crafting mats at normal merchants? Unlikely.
Yes I think we should and I'm not sure endgame trading players and how much gold they can make should *ever* be a consideration, because they simply aren't the majority of players. If anything, the distorted way the trading economy works and excludes players who do not want to use guild traders is simply doing ZOS's monetisation work for them, but people don't seem to see that side of things.
On which note, it's pretty clear that a lot of the design of furnishing recipes has to do with pushing people subtly (Ivory Clasps) and not so subtly (Ancient Sandstone) to the Crown Store. It's a form of monetisation and sometimes rather glaring. So will we ever actually *get* crafting mats at normal merchants? Unlikely.
I see it as more an effort to get players to participate in a variety of activities and repeat those activities. It is a way to get players to return to older zones.
Why should players who like and participate in the trading system not be considered when changes are made? They have a niche just like trial runners and PvPrs have and all should be considered.
Somber97866 wrote: »I think we should be able to! One to lower the outrageous prices and second to stimulate more gameplay through building of more housing items for construction of bigger and better housing projects.
Yes I think we should and I'm not sure endgame trading players and how much gold they can make should *ever* be a consideration, because they simply aren't the majority of players. If anything, the distorted way the trading economy works and excludes players who do not want to use guild traders is simply doing ZOS's monetisation work for them, but people don't seem to see that side of things.
On which note, it's pretty clear that a lot of the design of furnishing recipes has to do with pushing people subtly (Ivory Clasps) and not so subtly (Ancient Sandstone) to the Crown Store. It's a form of monetisation and sometimes rather glaring. So will we ever actually *get* crafting mats at normal merchants? Unlikely.
I see it as more an effort to get players to participate in a variety of activities and repeat those activities. It is a way to get players to return to older zones.
Why should players who like and participate in the trading system not be considered when changes are made? They have a niche just like trial runners and PvPrs have and all should be considered.
I don't think they shouldn't be considered *at all*. The problem is that in these forums, given the very high number of participants who play ESO a *lot* and have done so for a *very* long time, you'd think they were the only players out there, the *only* people whose experience should matter, and that every change in the game that could damage their play style should be blocked -- no matter how much it would make the game more enjoyable for pretty much everyone else (multiple threads even today on seemingly unrelated topics have all derailed into "but what about my gold?" laments). It is very much a niche.
Separately, but related, there is a fundamental problem with the trading system that keeps an awful lot of players completely divorced from it, namely that selling is gated behind membership of a player controlled guild. That point gets dismissed here but it is a real point and a problem with the way the game has been designed that affects all sorts of other activities.
I don't want to go into that here as it will derail the thread, which is about furnishing materials, but people who don't want to touch the current trading system with a bargepole run into problems all over the place, for example in not having enough gold to buy furnishing mats at current prices in the volumes required to fill houses. If you can't sell, it approaches impossible to keep up with guild trader pricing, especially on PC. But, look yonder! A Crown Store!
Yes I think we should and I'm not sure endgame trading players and how much gold they can make should *ever* be a consideration, because they simply aren't the majority of players. If anything, the distorted way the trading economy works and excludes players who do not want to use guild traders is simply doing ZOS's monetisation work for them, but people don't seem to see that side of things.
On which note, it's pretty clear that a lot of the design of furnishing recipes has to do with pushing people subtly (Ivory Clasps) and not so subtly (Ancient Sandstone) to the Crown Store. It's a form of monetisation and sometimes rather glaring. So will we ever actually *get* crafting mats at normal merchants? Unlikely.
I see it as more an effort to get players to participate in a variety of activities and repeat those activities. It is a way to get players to return to older zones.
Why should players who like and participate in the trading system not be considered when changes are made? They have a niche just like trial runners and PvPrs have and all should be considered.
I don't think they shouldn't be considered *at all*. The problem is that in these forums, given the very high number of participants who play ESO a *lot* and have done so for a *very* long time, you'd think they were the only players out there, the *only* people whose experience should matter, and that every change in the game that could damage their play style should be blocked -- no matter how much it would make the game more enjoyable for pretty much everyone else (multiple threads even today on seemingly unrelated topics have all derailed into "but what about my gold?" laments). It is very much a niche.
Separately, but related, there is a fundamental problem with the trading system that keeps an awful lot of players completely divorced from it, namely that selling is gated behind membership of a player controlled guild. That point gets dismissed here but it is a real point and a problem with the way the game has been designed that affects all sorts of other activities.
I don't want to go into that here as it will derail the thread, which is about furnishing materials, but people who don't want to touch the current trading system with a bargepole run into problems all over the place, for example in not having enough gold to buy furnishing mats at current prices in the volumes required to fill houses. If you can't sell, it approaches impossible to keep up with guild trader pricing, especially on PC. But, look yonder! A Crown Store!
yes, a niche just like many others in the game. Entire guilds that are every bit as active as trial guilds are built around trading as end game. Of course they are defensive whenever someone suggests their preferred way to play the game be eliminated or nerfed.
Some players not wanting to participate in the current system is no need to wreck it. Not everybody enjoys every aspect of the game. Some will never touch PvP but we don't need to remove PvP from the game like those wanting a central location based economy want to remove the trade system we have now.
Sure you need to join a guild with a trader to really participate in the economy but same is true of trials. To really get into trials you need to join a trial guild. It is no different. Furnishing materials sell well for people willing to farm them. Those players out farming for materials help populate older zones. That is good for the game. Take away the incentive to farm materials and it can have a negative affect on more than just players gold.
Again I don't think "crown store" is being pushed by ZoS near as much as having players participate in a variety of types of play in many different zones is being pushed. The crown store is (my opinion) over priced because they would rather have players acquire those items in game.
"And nothing prevents you from doing trials without guild membership, whereas for trading the alternative is, er, spamming zone chat until you get banned because you are locked out of the actual trading system."
As opposed to spamming zone chat for a pug? You aren't locked out of the trading system you are refusing to participate in a way that has the potential of generating more profits.
We aren't really hijacking the thread as the suggestion would have a great impact on trading making trading an important part of the discussion. Players put as much time and effort into being a top trader as do players competing for the leader boards.
Trials you start with the base normal trials and pugs work well for those. Then you can either chase DLC normal or vet base trials. Pugs get a little more iffy here. Eventually if you keep going down the trial path you will want to start doing vet DLCs and then hard mode runs. Those take more commitment. Usually a progression group is formed inside a guild and they work towards an end goal.
Trading starts with selling items to vendors. It goes from there to either zone chat or guild stores in social guilds to other guild members. As you progress down the trading path you might join a social guild that gets a trader occasionally or gets one off the beaten path. Then when you get to wanting to really take advantage of what the game has to offer for traders you join a guild that works together to maintain a high traffic trade location each week.
One takes as much time/effort as the other and there is a multitude of tiers to both running trials and trading so players at all levels can participate at a pace they are comfortable with. Entire guilds built around the trading system shows how much better this is than a boring central location.
A few people advocate time and again to get rid of a part of the game that so many people enjoy. That is why those that enjoy trading defend it so vehemently. Even in this thread the original post mentions as one of two goals changing the economy directly impacting those that enjoy the current system.
The 2nd goal mentioned I don't think will be realized if the change were made. I don't see how buying materials at a vendor would stimulate more gameplay.
Price aren't anywhere near outrageous if you farm them for yourself.
"And nothing prevents you from doing trials without guild membership, whereas for trading the alternative is, er, spamming zone chat until you get banned because you are locked out of the actual trading system."
As opposed to spamming zone chat for a pug? You aren't locked out of the trading system you are refusing to participate in a way that has the potential of generating more profits.
We aren't really hijacking the thread as the suggestion would have a great impact on trading making trading an important part of the discussion. Players put as much time and effort into being a top trader as do players competing for the leader boards.
Trials you start with the base normal trials and pugs work well for those. Then you can either chase DLC normal or vet base trials. Pugs get a little more iffy here. Eventually if you keep going down the trial path you will want to start doing vet DLCs and then hard mode runs. Those take more commitment. Usually a progression group is formed inside a guild and they work towards an end goal.
Trading starts with selling items to vendors. It goes from there to either zone chat or guild stores in social guilds to other guild members. As you progress down the trading path you might join a social guild that gets a trader occasionally or gets one off the beaten path. Then when you get to wanting to really take advantage of what the game has to offer for traders you join a guild that works together to maintain a high traffic trade location each week.
One takes as much time/effort as the other and there is a multitude of tiers to both running trials and trading so players at all levels can participate at a pace they are comfortable with. Entire guilds built around the trading system shows how much better this is than a boring central location.
A few people advocate time and again to get rid of a part of the game that so many people enjoy. That is why those that enjoy trading defend it so vehemently. Even in this thread the original post mentions as one of two goals changing the economy directly impacting those that enjoy the current system.
The 2nd goal mentioned I don't think will be realized if the change were made. I don't see how buying materials at a vendor would stimulate more gameplay.
Trading is a system that feeds into every gameplay aspect of the game. It affects pretty much every player (including when players decide not to use the system), from how they acquire gear, to food ingredients, to how long it takes them to craft a house or a weapon. Trials are not such a system. Very close to nothing changes for the rest of the game whether you do them or not.
At the end of the day, they are fundamentally different. One relates to substantially all gameplay activity. The other is an isolated *form of* gameplay activity. The comparison doesn't work.
I don't agree on OP's proposal.
Now don't forget that at any time, if you don't want to pay, you can start farming yourself and it will cost you nothing apart from your time.
"And nothing prevents you from doing trials without guild membership, whereas for trading the alternative is, er, spamming zone chat until you get banned because you are locked out of the actual trading system."
As opposed to spamming zone chat for a pug? You aren't locked out of the trading system you are refusing to participate in a way that has the potential of generating more profits.
We aren't really hijacking the thread as the suggestion would have a great impact on trading making trading an important part of the discussion. Players put as much time and effort into being a top trader as do players competing for the leader boards.
Trials you start with the base normal trials and pugs work well for those. Then you can either chase DLC normal or vet base trials. Pugs get a little more iffy here. Eventually if you keep going down the trial path you will want to start doing vet DLCs and then hard mode runs. Those take more commitment. Usually a progression group is formed inside a guild and they work towards an end goal.
Trading starts with selling items to vendors. It goes from there to either zone chat or guild stores in social guilds to other guild members. As you progress down the trading path you might join a social guild that gets a trader occasionally or gets one off the beaten path. Then when you get to wanting to really take advantage of what the game has to offer for traders you join a guild that works together to maintain a high traffic trade location each week.
One takes as much time/effort as the other and there is a multitude of tiers to both running trials and trading so players at all levels can participate at a pace they are comfortable with. Entire guilds built around the trading system shows how much better this is than a boring central location.
A few people advocate time and again to get rid of a part of the game that so many people enjoy. That is why those that enjoy trading defend it so vehemently. Even in this thread the original post mentions as one of two goals changing the economy directly impacting those that enjoy the current system.
The 2nd goal mentioned I don't think will be realized if the change were made. I don't see how buying materials at a vendor would stimulate more gameplay.
Trading is a system that feeds into every gameplay aspect of the game. It affects pretty much every player (including when players decide not to use the system), from how they acquire gear, to food ingredients, to how long it takes them to craft a house or a weapon. Trials are not such a system. Very close to nothing changes for the rest of the game whether you do them or not.
At the end of the day, they are fundamentally different. One relates to substantially all gameplay activity. The other is an isolated *form of* gameplay activity. The comparison doesn't work.
They are the same in there being many different levels of participation. Trading is end game for some and trials are end game for some. I am saying the trading system is an important part of the game and your saying it feeds into every aspect of the game shows that to be true. This change would undermine the economy and have negative affects on the game beyond just the economy.
LadyLethalla wrote: »
So yeah... it IS cheaper if you farm them yourself, except it takes a hell of a long time, and it disappears all too quickly.
FACTSand that every change in the game that could damage their play style should be blocked -- no matter how much it would make the game more enjoyable for pretty much everyone else (multiple threads even today on seemingly unrelated topics have all derailed into "but what about my gold?" laments). It is very much a niche.
Separately, but related, there is a fundamental problem with the trading system that keeps an awful lot of players completely divorced from it, namely that selling is gated behind membership of a player controlled guild. That point gets dismissed here but it is a real point and a problem with the way the game has been designed that affects all sorts of other activities.
I don't want to go into that here as it will derail the thread, which is about furnishing materials, but people who don't want to touch the current trading system with a bargepole run into problems all over the place, for example in not having enough gold to buy furnishing mats at current prices in the volumes required to fill houses. If you can't sell, it approaches impossible to keep up with guild trader pricing, especially on PC. But, look yonder! A Crown Store!
DivineKitty wrote: »I've gone on record saying we need Furnishing material vendors before, and I think it would be the best implementation if these mats were sold by the vendors in the Imperial City Sewer Bases.
The reason is 2 fold: Tel var isn't as easy to acquire as gold is, and they can't be traded so there is still an element of having to work for it: You still need to actually farm Something.
And second, It would bring more life to Imperial City, which is usually pretty barren in off-hours, while at the same time giving people in IC something to actually buy with Tel Var other then RNG-dependant Set items, and One-time Cosmetics.
That said, I also wouldn't be opposed to Materials being available for Tickets on the Master Writ vendors either. These might actually be more thematically appropriate, since they already sell Rare furnishing plans, so it makes sense that the materials required to create these furnishings would also be sold here too, right? Some farming would also be required with this solution, mainly for the regular crafting mats for the writs, but that's somewhat less excruciating than the current state of Furnishing Mat farming.
Again, nothing but FACTS here!Indeed. It took me *two years* to furnish Thieves Oasis, after which I dropped the game for a year, didn't buy the chapters, and unsubscribed from ESO plus thinking "what the hell am I doing with my life". It stopped being entertaining in any way, shape or form.
Far from driving player engagement, this level of grind pushes people away from the game.
Crown Store incentives aside, I'm not sure ZOS have really factored into their game design that some people's primary activity in the game *is* housing, rather than housing being a bonus activity while people do everything else. The balance feels wildly wrong in almost the diametrically opposite direction from the way the trading system has been "balanced".
DivineKitty wrote: »I've gone on record saying we need Furnishing material vendors before, and I think it would be the best implementation if these mats were sold by the vendors in the Imperial City Sewer Bases.
The reason is 2 fold: Tel var isn't as easy to acquire as gold is, and they can't be traded so there is still an element of having to work for it: You still need to actually farm Something.
And second, It would bring more life to Imperial City, which is usually pretty barren in off-hours, while at the same time giving people in IC something to actually buy with Tel Var other then RNG-dependant Set items, and One-time Cosmetics.
That said, I also wouldn't be opposed to Materials being available for Tickets on the Master Writ vendors either. These might actually be more thematically appropriate, since they already sell Rare furnishing plans, so it makes sense that the materials required to create these furnishings would also be sold here too, right? Some farming would also be required with this solution, mainly for the regular crafting mats for the writs, but that's somewhat less excruciating than the current state of Furnishing Mat farming.