Maintenance for the week of September 15:
• [COMPLETE] Xbox: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• [COMPLETE] PlayStation®: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)

Guild history turned off - perhaps this warrants an unplanned and urgent maintenance?

  • freespirit
    freespirit
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    @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? :)
    When people say to me........
    "You're going to regret that in the morning"
    I sleep until midday cos I'm a problem solver!
  • Pops_ND_Irish
    Pops_ND_Irish
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    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
  • wolfie1.0.
    wolfie1.0.
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    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.
  • MreeBiPolar
    MreeBiPolar
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    This being an endeavor 2nd day in a row is a cherry on top.
    4su218gdf9jz.png
  • Freezbeez
    Freezbeez
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    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 ?*

  • Freezbeez
    Freezbeez
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    sPark101 wrote: »
    Luckily there are ten thousand other tading guilds out there for the players that get cut.

    Hello,

    Yes, finding a place in a nice and decent trading guild is pretty easy.

    For your information, you should also know that there are only 288 merchants available for a total of 144,000 players every week.

    I highly doubt that there are still 144,000 of us playing every day per server... This is one more reason to resolve this issue as quickly as possible, because trade guilds in TESO are the most viable groups of people in the game.

    Translated with DeepL.com (free version) I'm testing it, it seems better than Google Translate. B)
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    Freezbeez wrote: »
    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 ?*

    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.
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
  • Gabriel_H
    Gabriel_H
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    ZOS_Kevin wrote: »
    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.
    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?
  • ApoAlaia
    ApoAlaia
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    Gabriel_H wrote: »
    ZOS_Kevin wrote: »
    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.
    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
  • Freezbeez
    Freezbeez
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    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.

    Thank you for your prompt reply, I already feel much better :)

    I will pass this information on to my colleagues.



    *DeeplTrad

  • Jofish
    Jofish
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    Treasurers? A guild "Rank" that can be designated for people to have access to the financial affairs of the guild. Separating the Gold from guild bank items. Trader history to not include bid amounts, only sales. That info only available to "treasurers".
  • SeaWoodStage
    SeaWoodStage
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    @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. I know my guild isn't the only one that's been hit by a scumbag member taking advantage of the guild blackout to clear our guild bank of anything that can be sold for even one gold to an in-game merchant.

    Like many other GMs, I've had to temporarily revoke all bank access (deposit and withdrawal) to make sure people aren't donating stuff just to have it snatched by a dickhead. But too late really as one of our members is a turd, and I don't know who. Not only are they are turd, but they deliberately took advantage of a Zos-caused error in order to make less than 15k.

    I want to know who that person is. The reason I want to know is because I want to blacklist that person from our guild, and also let the GMs of the other four guilds I'm in know, so they can blacklist them too. Even in low-stress guilds like mine, it's really frustrating to have the history hidden.

    My guild is deliberately casual but honest. I've put thousands of hours into this game, including hundreds of hours into creating a guildhall that has everything and is convenient for all members. Someone in my guild is a bank-robbing jerk and I want to know who, in order to ban them, blacklist them, and warn other GMs I know of their GT.

    So what I'm asking is, A) Fix the guild history blackout soon please, and B) Restore 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.

    If you can help, thank you :)

    If you can't, thanks anyway. If you can't help, pass it on to someone who can please. And whether you can help or not, I and many others do appreciate what you do.
  • DenverRalphy
    DenverRalphy
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    @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, and B) Restore 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>

    Comment #77 of this thread.
    https://forums.elderscrollsonline.com/en/discussion/comment/8365719/#Comment_8365719

    hefzqmvsr2b1.png


    And just for future reference, you can cycle through the dev/mod responses in a thread by clicking the green arrows under their comment index.
    f7lhk1vl955w.png
    Edited by DenverRalphy on 10 September 2025 22:44
  • Gunner19K
    Gunner19K
    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.
  • Pops_ND_Irish
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    wolfie1.0. 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
  • ApoAlaia
    ApoAlaia
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    wolfie1.0. 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

    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).

    Furthermore trader bids have not gone down proportionally which means that we are engaged on a race to the bottom to see who runs out of gold first (many established guilds already have at least on PC/EU).

    A market board would do what it has done in pretty much every MMO that has one (until or if the devs really get hands on with the matter): allow RMT - for which game accounts are just a consumable therefore can engage in questionable practices with little concern - to control the supply and pricing of every single desirable item (to their profit and in detriment of everyone else's experience).

    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.

    Edited by ApoAlaia on 15 September 2025 08:22
  • Gabriel_H
    Gabriel_H
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    ApoAlaia wrote: »
    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.

  • Gabriel_H
    Gabriel_H
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    ApoAlaia wrote: »
    Gabriel_H wrote: »
    ZOS_Kevin wrote: »
    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.
    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

    It was correct when I wrote it. And it had been days without any acknowledgement from ZOS, unlike the this.
  • ApoAlaia
    ApoAlaia
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    Gabriel_H wrote: »
    ApoAlaia wrote: »
    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.

  • Gabriel_H
    Gabriel_H
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    ApoAlaia wrote: »
    Player habit determines footfall.

    Accessibility and convenience determines player footfall because of how all guilds operate.

    ApoAlaia wrote: »
    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.

    As I said, ZOS have played their part by where they have placed guild traders and by limiting each NPC to one guild only.

    ApoAlaia wrote: »
    Footfall determines any given trader's desirability, and desirability determines bidding behaviour.

    Again, accessibility and convenience determines player footfall.
    ApoAlaia wrote: »
    Trading guilds are just groups of players whose behaviour is determined by the systems in place.


    People are not mindless zombies. They have made a conscious choice on bidding. They could have decided that rather than bidding for the "best spot" but ignored that and instead employed advertising and lower prices to attract customers. Announcing sales on certain types of goods, or free joins for those who spend over a certain amount, or other promotional offers - like real world and online stores operate.

    ApoAlaia wrote: »
    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 infer nothing. I'm simply stating reality.

    ApoAlaia wrote: »
    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.

    As opposed to the current situation of people complaining about their guilds shutting down? Sounds like negative consequences to operating within the system, without considering how to augment it.

    ZOS designed a basic outline of a system. It is the trading guilds who have then attempted to exploit the weaknesses of that system for their advantage; meaning the larger guilds push out the smaller competition. While it is only a video game, the economy is based on real-world principles - supply and demand - and like the real world it needs regulation or forward thinkers to be break down barriers to entry.
  • ApoAlaia
    ApoAlaia
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    Gabriel_H wrote: »
    ApoAlaia wrote: »
    Player habit determines footfall.

    Accessibility and convenience determines player footfall because of how all guilds operate.

    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.

    Furthermore arguing individual points - more so focusing on the semantics of it - that are part of a whole proposition is known to not be conducive to any meaningful discussion; besides, the formatting becomes exhausting - to me - and drains any energy I might have to continue therefore here is where I get off.

    Have a lovely day ahead :)

    Edited by ApoAlaia on 15 September 2025 10:10
  • Gabriel_H
    Gabriel_H
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    ApoAlaia wrote: »
    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.

    Player behaviour can be influenced by more than just convenience. That isn't semantics, it's reality. As I said, ZOS are partially to blame because they decided placements, but guilds can make that placement irrelevent if they so choose - they choose not to.

    Edited by Gabriel_H on 15 September 2025 10:19
  • DragonRacer
    DragonRacer
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    Gunner19K wrote: »
    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.

    Correct, according to the dev posts in this thread, guild history has been shut off for the past two weeks. PC just got the incremental patch today that should have turned it back on for them. We on console will get that patch tomorrow, according to the maintenance banner at the top of the forum. So, in theory, you should be able to see guild history again after the console servers come back up tomorrow.

    I can't speak to your other issues.
    PS5 NA. GM of The PTK's - a free trading guild (CP 500+). Also a werewolf, bites are free when they're available. PSN = DragonRacer13
  • Freezbeez
    Freezbeez
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    ApoAlaia wrote: »

    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)
    Edited by Freezbeez on 15 September 2025 17:41
  • Kazren
    Kazren
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    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
    DenverRalphy
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    Kazren 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.
  • Kazren
    Kazren
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    Kazren 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.

    Thank you so much for that. I thought tomorrow was only for other servers. I shall hold onto my merc until tomorrow then.
  • Ilumia
    Ilumia
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    The update today fixed it, and there were no issues loading the missing history. I enjoy trading, so this was pretty essential for my gaming experience.
  • wolfie1.0.
    wolfie1.0.
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    Gabriel_H wrote: »
    ApoAlaia wrote: »
    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.

    Its not a design flaw if its intentional. And trader prices reflect trader revenue and dedication to selling. Those with the most dedicated sellers, and whom are willing to invest back into the guild, are able to afford the better locations. And the reason those better locations exist is completely up to players and only influenced by ZOS.

    Places get preference based on player behavior and desire. There is a direct correlation between which zones players like to do activities in and guild trader sales and, as a result guild trader prices.

    Change player behavior and the preferred locations change. If you want mournhold trader locations to cost less, then convince everyone to not shop there. Keep in mind that if you do that then the guilds that are there will just move to the new Hotspot. You would have to diversify and dilute player behavior extremely to make it more "fair"

    Even having multiple guilds per trader wont solve the issue. Why? Because the same convenience that the closest one to the wayshrine has. The first guild listed would get priority sales, and the last one the least, rinse and repeat.


  • wolfie1.0.
    wolfie1.0.
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    Freezbeez wrote: »
    ApoAlaia wrote: »

    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)

    I get what you are saying. But one issue i have with your comments is that demand for the ability to sell items is actually quite low right now. At least on PC-NA. I run a guild with a regular trader. I have over 100+ empty slots for people. Of the people in my guild roughly only 60% actually sell stuff regularly and reliably.

    If my guild is any reflection on what the economy looks like then we coild probably ditch 20 to 30 traders and see absolutely zero impact to the economy.

    I would be happy to be proven wrong about that btw.
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