The devs have already stated that they didn't put in an auction house intentionally because they feel that it would glut the economy on a mega server setup like this.
As I recall they explained it like this...Key items get farmed once they are known to be key, the market gets flooded and then it loses value in proportion to its actual practical value or merchant type players artificially keep the prices high by always buying them when they see them priced lower and put them back up for sale at the artificially high price. And the source of the items in the game gets farmed like mad, often creating CS problems.
What they did not say, but I took from what they said reading between the lines, is that this plays right into the interests of the RMT gold sellers. They farm the items, work the markets to keep the prices up, price the items to make buying gold appealing, then get their gold back to RMT sell again when the items get bought. And the average player who just wants or needs the item as a part of normal progression thru the game either gets pinched out, forced to farm unusuallly excessive amounts of gold for the item (helping supply the gold sellers), or becomes a gold seller's customer. None of which are good.
So they gave us 5 guild slots instead so that we can join trading guilds. This gives you access to up to 5 guild stores, 5 guild chats, and 2500 guildies to trade with. Plus there are always open /zone channels to arrange trades in.
Not necessarily ideal, I agree, but I think they gave sound reasoning behind doing it the way they did since we are on megaservers. But for that reason, I highly doubt you will ever see anything involving automated selling beyond what we have now with the guild stores.
I don't think asking them to increase the size of guilds, size of guild banks and stores, and improve the guild store search functionality (because not everyone uses add-ons and hindering that by default is arguably bad for commerce) would be unreasonable, though.
Can't be bothered to use 'trade guilds' no more; to small of a pool of players so only way to sell is to spam zone chat. Imo, something needs to be done either an actual AH or some the suggestions here.
My dream would be....pre-CU SWG style: player housing with player vendors and a global AH that has a price limit to allow trading of not so expensive items. ie. consumables, crafting mats, etc.
To me, guilds stores are worthless and far to limited; 500 players max...good luck finding active/decent ones, they don't seem to exist.
p.s. people like to argue that AH will bring in lots of bots/hackers/gold farmers...well, they have already taken over the game so why punish the actual real players for things Zeni is utterly incapable of stopping?
There's your slight bonus. Crafted items of the same level would sell for more than their looted counter part simply because they offer slightly better stats.
Even without changing the mechanics of the game, simply introducing a trading house could change that problem (is it a problem) you are having about selling embroidery to make more money than the completed product. I sense artificial inflation due to the current economic restrictions.
It also doesn't help the way upgrading works. Mats are easy to get but upgrade components are not so easy. Well, not as easy. Until you invest points, you need 5 to get a 100% success rate to upgrade and despite using 5 to upgrade, you only get a chance of getting one back when you deconstruct. On top of that, people who demand them are those crafting. If the majority of the player base is crafting, then your demand for inputs will be high while your demand for crafted gear won't be.
Personally I would love a game that included crafting professions in with classes. If done with ESO (just an example calm down) you could choose to be a Templar, NB, DK, Sorc, Tailor, Enchanter, Alchemist, Carpenter, and Chef.
One of the things I have always liked bout ES games is that you don't have to pre-determine your destiny at the beginning of the game - it is built on what you decide to train in/use. I would rather just make it harder to be a crafter, require more skill points, and make it so that no successful PvE/PvP player can get very far in the game without building a relationship with one or more crafters.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
ers101284b14_ESO wrote: »Can't be bothered to use 'trade guilds' no more; to small of a pool of players so only way to sell is to spam zone chat. Imo, something needs to be done either an actual AH or some the suggestions here.
My dream would be....pre-CU SWG style: player housing with player vendors and a global AH that has a price limit to allow trading of not so expensive items. ie. consumables, crafting mats, etc.
To me, guilds stores are worthless and far to limited; 500 players max...good luck finding active/decent ones, they don't seem to exist.
p.s. people like to argue that AH will bring in lots of bots/hackers/gold farmers...well, they have already taken over the game so why punish the actual real players for things Zeni is utterly incapable of stopping?
There are tons of trading guilds out there just to buy and sell. And if they put in an AH it probably would punish honest players. Right now using zone chat and guild stores is annoying but workable. I have to reference FF14 because that was the game I played before this one. Ff14 Had an auction board and it made the economy just terrible. Highest top tier gear was selling for under $100 on most servers. Mass amounts of people where getting banned because their items got bought with RMT money and when their character came back a lot of their gold was gone. Several people I knew quit because they had $100,000 sold a sword for $20 got banned for 3 days and came back to only having $10,000 in their bank. All because Square couldn't control RMT and my friends couldn't control who they sold to.
ruze84b14_ESO wrote: »I would probably support auction houses if they were: limited by allaince; and prevented the sell of loot (i.e. only crafted items and raw mats sold in AH).
I think such a system would work great to give crafters in ESO a special boost.
I openly oppose any system that allows the sell of looted gear and dropped food.
I personally hate bind-on-loot mechanics, but I would support them and seriously push for them if an auction house was ever added to the game.
ers101284b14_ESO wrote: »Can't be bothered to use 'trade guilds' no more; to small of a pool of players so only way to sell is to spam zone chat. Imo, something needs to be done either an actual AH or some the suggestions here.
My dream would be....pre-CU SWG style: player housing with player vendors and a global AH that has a price limit to allow trading of not so expensive items. ie. consumables, crafting mats, etc.
To me, guilds stores are worthless and far to limited; 500 players max...good luck finding active/decent ones, they don't seem to exist.
p.s. people like to argue that AH will bring in lots of bots/hackers/gold farmers...well, they have already taken over the game so why punish the actual real players for things Zeni is utterly incapable of stopping?
There are tons of trading guilds out there just to buy and sell. And if they put in an AH it probably would punish honest players. Right now using zone chat and guild stores is annoying but workable. I have to reference FF14 because that was the game I played before this one. Ff14 Had an auction board and it made the economy just terrible. Highest top tier gear was selling for under $100 on most servers. Mass amounts of people where getting banned because their items got bought with RMT money and when their character came back a lot of their gold was gone. Several people I knew quit because they had $100,000 sold a sword for $20 got banned for 3 days and came back to only having $10,000 in their bank. All because Square couldn't control RMT and my friends couldn't control who they sold to.
Name a few, every single DC one I have tried and left sold garbage items for stupid prices. Good deals are immedietly bought out and then flipped in other guilds (or zone chat). Also activity in most these guilds were spotty as heck where only a small amount of players actually log on (and post items) consitantly. Besides, most items in this game other than maybe motifs are not worth much.
Right now, I have to sell in zone chat and that's about it. I have not seen a decent high VR guild store as of yet but you claim they exist so maybe the do. I personally not seen a single AH guild worth joining.
Anyways, I just go direct to crafters if I need gear so that part is alright to me but I really think they need a better way to advert merchandise than having to spam zone chat like right now.
I was against AH but I really want one now. I don't care if it ruins the economy. The current system is just a huge waste of my time. AH are ideal for players who want to buy and for farmers who want to farm. Or they should improve the UI so all guild stores are merged under one interface and with better categories etc. And more players per guild.
I sometimes wonder if VR ranks, Trials, and no AH is really a price worth paying to support the crafting system. After all without the crafting system we could have an AH as it couldnt ruin anything, could have real raids with real rewards and not run against the clock because you dont have to worry about undermining crafters, and you wouldnt need VR ranks to continually give crafters another tier of gear to craft that was almost exactly like the last tier. Crafting has ruined this game, just like it ruins all ES games. It isn't even fun to do.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
What they did not say, but I took from what they said reading between the lines, is that this plays right into the interests of the RMT gold sellers. They farm the items, work the markets to keep the prices up, price the items to make buying gold appealing, then get their gold back to RMT sell again when the items get bought. And the average player who just wants or needs the item as a part of normal progression thru the game either gets pinched out, forced to farm unusuallly excessive amounts of gold for the item (helping supply the gold sellers), or becomes a gold seller's customer. None of which are good.
There's your slight bonus. Crafted items of the same level would sell for more than their looted counter part simply because they offer slightly better stats.
That's not what I mean by a slight bonus. I mean a slight bonus that is specific to the crafter. So that a set of armour made by me has the potential to have a small bonus that is different than a set made by someone else. It should be hard to get. Like maybe having to re-research a trait 5 times at the highest time interval to get a slight bonus for that trait. Or maybe be a combination of research and the number of times you craft items. Hell - make it random with a really small probability based on how many of an item you craft, with re-researching a trait giving you just the slightest amount of increase in the probability. Force me to sink skill points into it if I really want to get a special perk.
Make it so that amour I create be different from the armour you create in some meaningful, yet small, way.
And lets shift repairs to the crafters - and give a slight reduction in repair cost to the crafter who originally made the armor. The game should help me establish a customer base that has reason to be loyal to me - but it shouldn't be so great an advantage that i can take advantage of that customer base.
Even without changing the mechanics of the game, simply introducing a trading house could change that problem (is it a problem) you are having about selling embroidery to make more money than the completed product. I sense artificial inflation due to the current economic restrictions.
I don't think an AH solves the real problem. The real problem is that there are simply too many different variations of play style and too many variations of armour/weapons to spec build armour and have it reliably sell. There needs to be a way for you to order exactly what armour you want from me and for me to provide it for you without trust having to enter the relationship.
Give us proper searching in our guild stores. Allow me or my guild to open my own store in cities, hire an NPC to manage it. Have a search tool across all stores in that city. Allow for the ability to order and pre-pay for crafted items.
Thorntongue wrote: »I couldn't be bothered to read past the OP's first sentence. I am interested to see if this thread goes away though as you called out the mods.
Oh, and an AH is great for the botters/gold sellers so keep on asking for something to help them. Maybe you're one OP?