Pops_ND_Irish wrote: »Guild bid info being shsred seems to have been the reason for Guild history being locked down till the 16th.
This would not be an issue if they removed guild traders and went to Market Boards
freespirit wrote: »@Freezbeez you asked if you could safely hold Auctions, I was merely pointing out that payment for items sold at any Auction held in the next two weeks would be the biggest issue to track.
I know at some of our Auctions, items we sell go for many, many millions, that would be my biggest worry, if that is not yours then why would you be worried about holding one?
Luckily there are ten thousand other tading guilds out there for the players that get cut.
freespirit wrote: »@Freezbeez you asked if you could safely hold Auctions, I was merely pointing out that payment for items sold at any Auction held in the next two weeks would be the biggest issue to track.
I know at some of our Auctions, items we sell go for many, many millions, that would be my biggest worry, if that is not yours then why would you be worried about holding one?
Hello,
Thank you very much for your message. I realize there was an error in Google's translation of my text, but I now understand the meaning of your answers.
My question, correctly translated by Google, should be this:
@ZOS_JessicaFolsom Is the bidding system still working?
Is it safe to bid on sellers for the changeover next Tuesday?
*Est ce que le système d'encherir fonctionne toujours ?
Est ce qu'on peut enchérir sur les vendeurs en toute sécurité pour le changement de mardi prochain ?*
Hi All, just following up here. We posted an update message here regarding guild history. Our team is working to resolve the issue, however, this cannot be hotfixed. The team is currently working on other ways to help while we work to resolve the issue. If we have any additional updates, we'll follow up in the linked thread above.ZOS_GinaBruno wrote: »Due to an issue where guild trader bidding history was visible to those without the appropriate guild permissions, we are temporarily turning off ALL guild history information. Unfortunately the fix for this issue cannot be hotfixed, so it will go out at the next earliest possible time: the incremental patch for PC on Sept. 15 and for consoles on Sept. 16.
Thank you all for your patience and understanding.
Hi All, just following up here. We posted an update message here regarding guild history. Our team is working to resolve the issue, however, this cannot be hotfixed. The team is currently working on other ways to help while we work to resolve the issue. If we have any additional updates, we'll follow up in the linked thread above.ZOS_GinaBruno wrote: »Due to an issue where guild trader bidding history was visible to those without the appropriate guild permissions, we are temporarily turning off ALL guild history information. Unfortunately the fix for this issue cannot be hotfixed, so it will go out at the next earliest possible time: the incremental patch for PC on Sept. 15 and for consoles on Sept. 16.
Thank you all for your patience and understanding.
Skills not firing, taunts not working, but hey we'll fix the least important part of the game. Is that about right?
ZOS_JessicaFolsom wrote: »Hello! Great question. We checked with the Dev team on this, and the answer is yes. Guild trader bidding is working and it is safe to bid on them for your trading guilds.
SeaWoodStage wrote: »@ZOS_JessicaFolsom Sorry for asking you directly Jessica, but you're more on the ball than most. I've looked back through the last five pages on this topic (currently all pages when posting this comment) of comments, but not read every comment thoroughly.<snipped for brevity>
So what I'm asking is, A) Fix the guild history blackout soon please, andRestore all guild history. I get that neither of those are your job, but you're the person we speak to, to maybe speak to someone else. And the info has to be somewhere in the files. I ask because I love this game. I've spent literally thousands of hours playing this game, and haven't regretted a single minute of it. But it's things like this that make me hate it.
<snip>
wolfie1.0. wrote: »Pops_ND_Irish wrote: »Guild bid info being shsred seems to have been the reason for Guild history being locked down till the 16th.
This would not be an issue if they removed guild traders and went to Market Boards
That's like destroying the house and rebuilding a new one because the water pipes broke.
Pops_ND_Irish wrote: »wolfie1.0. wrote: »Pops_ND_Irish wrote: »Guild bid info being shsred seems to have been the reason for Guild history being locked down till the 16th.
This would not be an issue if they removed guild traders and went to Market Boards
That's like destroying the house and rebuilding a new one because the water pipes broke.
Completely different.
Guild traders couldn't control the market anymore that's why they would complain.
A market board would be good for everyone
There seems to be a serious disconnect here, where players not engaged in trading perceive those who are as some kind of 'parasites bleeding the game dry' where actual trading guilds have to rely on all sorts of 'fundraisers' (raffles etc) or the GMs and officers 'digging into their pockets' (or both in many cases) to keep the guilds going as the 'income' from sales tax and the much appreciated donations come nowhere near covering the cost of the weekly trader bids.
Hi All, just following up here. We posted an update message here regarding guild history. Our team is working to resolve the issue, however, this cannot be hotfixed. The team is currently working on other ways to help while we work to resolve the issue. If we have any additional updates, we'll follow up in the linked thread above.ZOS_GinaBruno wrote: »Due to an issue where guild trader bidding history was visible to those without the appropriate guild permissions, we are temporarily turning off ALL guild history information. Unfortunately the fix for this issue cannot be hotfixed, so it will go out at the next earliest possible time: the incremental patch for PC on Sept. 15 and for consoles on Sept. 16.
Thank you all for your patience and understanding.
Skills not firing, taunts not working, but hey we'll fix the least important part of the game. Is that about right?
Yes.
But also no.
https://forums.elderscrollsonline.com/en/discussion/comment/8366553/#Comment_8366553
There seems to be a serious disconnect here, where players not engaged in trading perceive those who are as some kind of 'parasites bleeding the game dry' where actual trading guilds have to rely on all sorts of 'fundraisers' (raffles etc) or the GMs and officers 'digging into their pockets' (or both in many cases) to keep the guilds going as the 'income' from sales tax and the much appreciated donations come nowhere near covering the cost of the weekly trader bids.
That is a problem trading guilds have created for themselves. It's not all their fault of course, the system ZOS has setup plays a part, but that is mainly down to the proximity of guild traders to a wayshrine/crafting area and limiting one guild per trader (they could have multiple guilds represented by one NPC).
The larger guilds have exploited that design flaw to their advantage. Pushing up the bid price so that only they can afford the prime real estate, and thereby creating a oligopoly that keeps the smaller and newer guilds down.
Player habit determines footfall.
The developers are the only ones that can - and do, there are systems upon systems in the game designed to influence player habit - meaningfully achieve this.
Footfall determines any given trader's desirability, and desirability determines bidding behaviour.
Trading guilds are just groups of players whose behaviour is determined by the systems in place.
What you infer is that we either operate outside the system's influence or that we have means to exert meaningful influence on the system. Or both.
I find this to be an illusion. The only way for this to be true would be to operate outside the permitted parameters of the system, which very few are prepared to do because of the very clear chance of negative consequences.
And accessibility and convenience (where the traders are placed in relation to the wayshrine and the crafting area, and whether the crafting area is 'desirable' or not) is determined by ZOS, therefore ZOS by design informs player behaviour therefore habit therefore footfall.
We are just arguing semantics here.
My wife is on PS5 and I'm on PS4 and have 600 mbs network speed. There is no history available to either of is, including players joinng. I invite people often to our guild yet the history says last invite was almost 2 weeks ago. Worse, we both get terriible lag and stutter beginning last year that we never had. Also loading screens in our houses, delves, and dungeons. People say sets are broken. I suggest the servers are broken.
Guild traders do not 'control the market', competition between guild traders does, which is one of the reasons why prices have been substantially reduced (one of the most dramatic examples being White-Gold War Torte which went from being substantially profitable to selling really close to/below cost).
etc...
Well here we are on Sept 15 and the patch did not fix the issue. What is going on? I'm still totally not sure what to list things for, so they're just all sitting in my bank.
DenverRalphy wrote: »Well here we are on Sept 15 and the patch did not fix the issue. What is going on? I'm still totally not sure what to list things for, so they're just all sitting in my bank.
Likely because the Consoles patch isn't until tomorrow on the 16th. When all platforms are patched, they will flip the switch.
There seems to be a serious disconnect here, where players not engaged in trading perceive those who are as some kind of 'parasites bleeding the game dry' where actual trading guilds have to rely on all sorts of 'fundraisers' (raffles etc) or the GMs and officers 'digging into their pockets' (or both in many cases) to keep the guilds going as the 'income' from sales tax and the much appreciated donations come nowhere near covering the cost of the weekly trader bids.
That is a problem trading guilds have created for themselves. It's not all their fault of course, the system ZOS has setup plays a part, but that is mainly down to the proximity of guild traders to a wayshrine/crafting area and limiting one guild per trader (they could have multiple guilds represented by one NPC).
The larger guilds have exploited that design flaw to their advantage. Pushing up the bid price so that only they can afford the prime real estate, and thereby creating a oligopoly that keeps the smaller and newer guilds down.
Guild traders do not 'control the market', competition between guild traders does, which is one of the reasons why prices have been substantially reduced (one of the most dramatic examples being White-Gold War Torte which went from being substantially profitable to selling really close to/below cost).
etc...
You are absolutely right, your vision reflects reality.
As I said earlier, there are only 288 of us active in trade, and the game only offers 144,000 places in these guilds.
Out of more than 850,000 guilds created on the EU, that's very few.
They don't realize that the base game offered 146 merchants for only 73,000 players, and at the time we only did one "bid". Investing a crazy amount of money was essential to survive. Then we were able to hold 10 "bids", which not only gave small guilds several chances to win a merchant, but also allowed mafia guilds to multiply their chances of gaining even more power over the weaknesses of the game.
Add to that all the new areas where locations are not conducive to trade, and the latest one in particular is a real scandal. Trade is not promoted or valued.
Today, with the loss of the number of player buyers, we have to use what we have spent years saving to make up for the losses week after week.
Some guilds in the most beautiful areas do not ask their members for contributions. We all know what they are used for, and the real money they earn would be better off in Zos's pocket to improve the game. But... nothing is being done, and the guilds that are doing a great job are disappearing day by day.
I dream of a city, a unique area, that would be halfway between an market board and the current merchant guild system.
Where each guild with more than 200 members (for example) could have a merchant there every week. The single bid would only be used to position the merchant in the city, and the location could not be the same from one week to the next, without too many constraints between the first and last positions. The number of locations could be increased very easily: 10 houses in a neighborhood, 5 floors, and 10 merchants per floor would already give us 500 merchant locations. And if we did that in just 10 neighborhoods, we would have 5,000.
We can adjust the numbers however we want, but we're only at 288 so far, and a lot of guild management, player, and energy skills are being lost because of a mark of possibility... and managing a trade guild is one of the most difficult and rewarding exercises in this game, in my opinion.
GM for 11 years, of a “clean” merchant guild.
I hope the translation is correct.
Translated with DeepL.com (free version)