Vonnegut2506 wrote: »Non-stacking treasure maps still existing just boggles my mind.
SeaGtGruff wrote: »If surveys can be stacked, it seems like treasure maps should stack, too. I'm not talking about programming and database logistics, I'm talking about lore and immersion. I mean, how is it logical that you can get a survey for a location where there's an outcropping of ore (or whatever), go harvest it, ride off a little ways, turn around and ride back, and find the outcropping fully replenished as though you hadn't just harvested it a minute earlier? How does being able to do the same thing with a treasure map break immersion or logic or whatever, in any sort of way that surveys do not? And besides, you can dig up the same treasure map multiple times if you retrieve another copy of it from your bank or your storage coffers, so that basically destroys the point of not letting them stack (if there is a point).
Runeboxes should also stack, IMO.
TX12001rwb17_ESO wrote: »Base Game outfit styles, they are an eyesore among all the high-quality styles ZOS has released
Experience only contributing to the currently active weapon set and bar of skills. Simply makes little sense and its only purpose is seemingly to make it really annoying to level up skills and skill lines for... Reasons.
Shared Resource/Chest/Strongbox/Thieves Trove spawns. Most other sources of loot (Such as corpses, containers, pickpocketing) are unique to players. But those specific things still provide competition between players in order to obtain. With little reasoning for that (Perhaps artifical scarcity on resources such as alchemy ingredients?)
Daily caps for Fence usage. Many years ago when it was first introduced, sure it made some sense as it was one of the more profitable ventures available at the time. Nowadays, when you have things like Scrying where you can continuously dig up 100g + 1000g antiquities forever... Farming for longer grabbing mostly 40g loot to sell to a fence is insignificant (Even with maxed out additional fence profit skills).
Guild Traders. I understand their intent and their overall contribution to the economy. But it leans towards a sellers market in regards to guilds with the better trader locations make more money and can charge more because it's more annoying as a buyer to go elsewhere (Especially when actually shopping around means running through every zone and checking every trader for the best prices). I'd have thought that they would have switched to a buyers market by now, via creating a global market (So everyone has equal opportunity to sell) and removing the need to be in a guild to sell things (Creating a larger pool of item availability).
Necrotech_Master wrote: »edit to add: on the point of the guild traders, it is definitely not a sellers market right now, mostly due to prices being lower, prices likely drastically increase if there was a central market because of people manipulating the market (monopolizing resources, etc), the current market isnt the most convenient, but it is definitely better for the buyer right now because it limits market manipulation
Enemy-of-Coldharbour wrote: »PVP
Necrotech_Master wrote: »edit to add: on the point of the guild traders, it is definitely not a sellers market right now, mostly due to prices being lower, prices likely drastically increase if there was a central market because of people manipulating the market (monopolizing resources, etc), the current market isnt the most convenient, but it is definitely better for the buyer right now because it limits market manipulation
It's still the sellers market. One only needs to check the prices of things at different traders.
Prices get significantly lower the more out of the way the trader is. Because sellers can inflate their prices due to positioning.
Prices would not drastically increase with a central market because there would be vastly more competition. Maybe some people who've got many millions of gold from exploiting the sellers market for 10 years would be able to buy everything and raise the prices... But what always happens is that this doesn't last long as it's about what people are willing to buy.
If people aren't willing to buy things for the higher prices NOW when it's more locally priced (Thus, easier to monopolize particular locations), why would they pay higher prices when tons of people will be undercutting for faster sales of the same items?
There's already complaints about how the 2x resources events tanks prices because it floods the market with more people trying to sell lower to get quick sales (Shifting things towards a buyers market). Haivng more access to items through all sellers selling in the same location (As well as guildless players being able to sell things) would further exacerbate that.
AngryPenguin wrote: »Enemy-of-Coldharbour wrote: »PVP
ESO is designed with PvP as being the original end game activity and has as much or more to offer than PvE activities.