An alternative option to an AH

derpsticks
derpsticks
✭✭✭✭
Hello all,

I have been toying with this idea in my head and believe that it has potential. I will admit that I have not read the giant AH thread that seems to be growing by the minute. So please excuse me if this idea was already mentioned in that thread.

I would like to start a discussion to explore the possibilities of using a one way exchange for trade. Essentially I am imagining a trade system where players are only allowed to place buy orders for various items in the game.

For instance, if I wanted to place an order for a stack of 100 calcinium ingots at 10g each I would deposit 1000g into the exchange, and place the order accordingly. Now, another player that is selling calcinium ingots could see this order and decide whether they would like to sell their ingots at 10g each. Of course other players may attempt to outbid me by placing a buy order at a higher unit price. The important thing about an exchange is that the highest priced buy order must be filled prior to filling any orders that are priced lower. So if someone outbid me at 11g per ingot, all of the 11g order would need to be filled before my 10g order could even be touched. Another reasons I like the idea of an exchange is the potential for incremental purchases. So given a large buy order, wouldn't it be nice to be able to purchase a portion of a stack of the items offered? Or wouldn't it be nice to place an order for a massive amount of dwarven oil that arrives piecemeal as people sell you 1-2 at a time? This is all contrary to the current system where the stack for sale is the stack for sale, no negotiating, no finding a smaller stack at a higher unit price, no need to divide that 100x stack of food into 5-10 stacks of 10-20, wasting precious guild store listing space in the process.

Another important feature to note is that every order placed at the same price per unit would be indistinguishable from each other. So if five players place orders at 10g per ingot and each wants 100 than the exchange would show an order of 500 ingots at 10g each. This prevents sellers from excluding anyone when selling their wares. Obviously as the orders are filled there could be various arbitration schemes implemented that determine which orders are filled first for a specific price point. These schemes include first in first out, round-robin, order-size weighted, exchange fee based, etc. This would be up to the programmers.

By having an exchange as opposed to an AH every player would be driven to outbid each other in order to get their respective orders filled sooner. This would allow items to rise in price until someone sees a price point appealing enough to sell. This is much better than a traditional AH where players cut their prices repeatedly when there is competition. I believe that a system where players need to raise the amount they are willing to spend on an item would increase the circulation of goods in the economy. Considering that someone might not be inclined to sell or move their possessions with artificially low prices. Instead, a player might be more inclined to sell something they otherwise wouldn't because the price is too good to pass up.

What I really like about this system is that it would tremendously cut down on the WTB WTS spam in zone chat and it would alleviate players from having to constantly and actively seek out the items they want to buy. By placing an order and forgetting about it, players could concentrate on other aspects of the game that they otherwise wouldn't be able to. I see this as a huge plus for people with limited hours to play the game. Why waste 30-45 minutes attempting to buy or sell something specific when you only have 1-2 hours of play time?

I would also like to note that since players could only place standing buy orders, there would be no way for gold farmers to actively push their wares and instead they could only fill any buy orders that have been placed. While technically a well stocked farmer could potentially wipe out an entire order book if there were enough buy orders, I think they would have more incentive to limit the number of sales they make since holding their mats and slowly selling at a higher price would most likely be more profitable than running the market into the ground constantly. I contemplate that this system might actually enable ZOS to better manage the bot problem / gold sellers. I believe that this system would allow them to spot and thwart potential in game economy abuse because they could easily monitor the exchange for obscurities such as a player or players flooding a specific market and stopping the abuse almost instantly. This could easily be accomplish by executing the entire exchange on intervals of 5-10 minutes. This way for each given time period every transaction is executed substantially simultaneously (obviously checks and balanced would be needed to ensure transactions meet requirements and are always in line with current prices). Therefore, if during one time interval a massive sell off of Kuta runes takes place ZOS would have ample time to verify the transaction and correct it if necessary.


Anyways, I hope everyone can offer some constructive thoughts on this.

At the very least, if ZOS can take one thing away from this post, it would be that I would really like the option to place a standing order for certain items that I could set and forget. I would much rather be able to see which items a player wants and the price they are willing to pay for those items.

Thanks for putting up with the wall of text.
  • Schamoo
    Schamoo
    Soul Shriven
    What you are describing is a trading house that works pretty much the same way as real life markets.

    I do think this is good, but a classic trade house would ruin what the devs have done a fine job of experimenting with.

    What we need are the mythical houses that guilds can purchase / earn, maintain, upgrade and convert into a guild HQ with purpose, ie, a Trade house where traders actually have to attend.

    This idea is vast and wide ranging. So close to being able to fight for, and defend, a stake of the province, governed by the emperor. It's a state of feudalism.
  • psychoman88ub17_ESO
    what?
  • c1r3gamerb16_ESO
    I think this is a rather intriguing idea and offers a fair alternative to the current trading guilds or the old style AH.

    It would also allow sellers to tailor their crafting to suit the market.

    I don't like the current system of trading guilds where you have to join multiple guilds in order to buy/sell stuff and I don't think Zenimax has looked beyond a1-2 year longevity of ESO where the player base may fall off leaving a lot of inactive trading guilds. Having a store/AH or similar (faction based or region based) would continue to be functional regardless of server numbers.

    With regard to what I understand the devs plan for the future i.e. trading guilds being able to open a store in their Keeps again restricts the game for those of us who do not wish to PvP or enter a PvP area. I've had enough of being "ganked" in other games to the extent I had to log off. So if this is an end game idea I would like to request those guilds with Keeps are also allowed to set up a shop in the PvE areas :)
  • leandro.800ub17_ESO
    leandro.800ub17_ESO
    ✭✭✭✭
    Very Good idea!!!!
    In theory the best alternative idea i hear.

    It can actually work as a new Global system keeping the current one.
    Normal AH for 5 guild system and New AH for World Map

    This reverse system keeps farmers from posting all items and having allot of the same item in sell
    Also the WTS WTS spam would drastically decrease.
    We need to be in game and spend allot of time asking for what you want so with this someone could sell me my needs even if i am offline.
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    derpsticks wrote: »
    Hello all,

    I have been toying with this idea in my head and believe that it has potential. I will admit that I have not read the giant AH thread that seems to be growing by the minute. So please excuse me if this idea was already mentioned in that thread.

    I would like to start a discussion to explore the possibilities of using a one way exchange for trade. Essentially I am imagining a trade system where players are only allowed to place buy orders for various items in the game.

    For instance, if I wanted to place an order for a stack of 100 calcinium ingots at 10g each I would deposit 1000g into the exchange, and place the order accordingly. Now, another player that is selling calcinium ingots could see this order and decide whether they would like to sell their ingots at 10g each. Of course other players may attempt to outbid me by placing a buy order at a higher unit price. The important thing about an exchange is that the highest priced buy order must be filled prior to filling any orders that are priced lower. So if someone outbid me at 11g per ingot, all of the 11g order would need to be filled before my 10g order could even be touched. Another reasons I like the idea of an exchange is the potential for incremental purchases. So given a large buy order, wouldn't it be nice to be able to purchase a portion of a stack of the items offered? Or wouldn't it be nice to place an order for a massive amount of dwarven oil that arrives piecemeal as people sell you 1-2 at a time? This is all contrary to the current system where the stack for sale is the stack for sale, no negotiating, no finding a smaller stack at a higher unit price, no need to divide that 100x stack of food into 5-10 stacks of 10-20, wasting precious guild store listing space in the process.

    Another important feature to note is that every order placed at the same price per unit would be indistinguishable from each other. So if five players place orders at 10g per ingot and each wants 100 than the exchange would show an order of 500 ingots at 10g each. This prevents sellers from excluding anyone when selling their wares. Obviously as the orders are filled there could be various arbitration schemes implemented that determine which orders are filled first for a specific price point. These schemes include first in first out, round-robin, order-size weighted, exchange fee based, etc. This would be up to the programmers.

    By having an exchange as opposed to an AH every player would be driven to outbid each other in order to get their respective orders filled sooner. This would allow items to rise in price until someone sees a price point appealing enough to sell. This is much better than a traditional AH where players cut their prices repeatedly when there is competition. I believe that a system where players need to raise the amount they are willing to spend on an item would increase the circulation of goods in the economy. Considering that someone might not be inclined to sell or move their possessions with artificially low prices. Instead, a player might be more inclined to sell something they otherwise wouldn't because the price is too good to pass up.

    What I really like about this system is that it would tremendously cut down on the WTB WTS spam in zone chat and it would alleviate players from having to constantly and actively seek out the items they want to buy. By placing an order and forgetting about it, players could concentrate on other aspects of the game that they otherwise wouldn't be able to. I see this as a huge plus for people with limited hours to play the game. Why waste 30-45 minutes attempting to buy or sell something specific when you only have 1-2 hours of play time?

    I would also like to note that since players could only place standing buy orders, there would be no way for gold farmers to actively push their wares and instead they could only fill any buy orders that have been placed. While technically a well stocked farmer could potentially wipe out an entire order book if there were enough buy orders, I think they would have more incentive to limit the number of sales they make since holding their mats and slowly selling at a higher price would most likely be more profitable than running the market into the ground constantly. I contemplate that this system might actually enable ZOS to better manage the bot problem / gold sellers. I believe that this system would allow them to spot and thwart potential in game economy abuse because they could easily monitor the exchange for obscurities such as a player or players flooding a specific market and stopping the abuse almost instantly. This could easily be accomplish by executing the entire exchange on intervals of 5-10 minutes. This way for each given time period every transaction is executed substantially simultaneously (obviously checks and balanced would be needed to ensure transactions meet requirements and are always in line with current prices). Therefore, if during one time interval a massive sell off of Kuta runes takes place ZOS would have ample time to verify the transaction and correct it if necessary.


    Anyways, I hope everyone can offer some constructive thoughts on this.

    At the very least, if ZOS can take one thing away from this post, it would be that I would really like the option to place a standing order for certain items that I could set and forget. I would much rather be able to see which items a player wants and the price they are willing to pay for those items.

    Thanks for putting up with the wall of text.

    It's not a bad idea and carefully thought out. Certainly better than what we have now. So if it would appease those who are paranoid about auction houses I would be happy to throw my support behind it and give it a shot.
    Edited by Jeremy on 6 June 2014 12:26
  • derpsticks
    derpsticks
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    Thanks for the input everyone. I am currently at work but I will respond to everyone later tonight.
  • Asawasa
    Asawasa
    ✭✭✭

    derpsticks wrote: »
    I disagree with your idea and here is why:

    For instance, if I wanted to place an order for a stack of 100 calcinium ingots at 10g each I would deposit 1000g into the exchange, and place the order accordingly. Now, another player that is selling calcinium ingots could see this order and decide whether they would like to sell their ingots at 10g each. Of course other players may attempt to outbid me by placing a buy order at a higher unit price. The important thing about an exchange is that the highest priced buy order must be filled prior to filling any orders that are priced lower. So if someone outbid me at 11g per ingot, all of the 11g order would need to be filled before my 10g order could even be touched. Another reasons I like the idea of an exchange is the potential for incremental purchases. So given a large buy order, wouldn't it be nice to be able to purchase a portion of a stack of the items offered? Or wouldn't it be nice to place an order for a massive amount of dwarven oil that arrives piecemeal as people sell you 1-2 at a time? This is all contrary to the current system where the stack for sale is the stack for sale, no negotiating, no finding a smaller stack at a higher unit price, no need to divide that 100x stack of food into 5-10 stacks of 10-20, wasting precious guild store listing space in the process.

    me and my buddies want to control the purple improvement material market. we constantly outbid and mark up our prices for a huge gain thus increasing prices. i can do this because this is all what if anyhow. since under your system all higher bids must be filled and me and my associates have unlimited funds how does this stop us? conversely if you have an auction house with posted items competitors can undercut each other to drive prices down. i don't see how you can keep prices low with your exchange idea. plus putting money into the exchange without getting anything in return (until my bid wins) is money i can't use when i need it.

    By having an exchange as opposed to an AH every player would be driven to outbid each other in order to get their respective orders filled sooner. This would allow items to rise in price until someone sees a price point appealing enough to sell. This is much better than a traditional AH where players cut their prices repeatedly when there is competition. I believe that a system where players need to raise the amount they are willing to spend on an item would increase the circulation of goods in the economy. Considering that someone might not be inclined to sell or move their possessions with artificially low prices. Instead, a player might be more inclined to sell something they otherwise wouldn't because the price is too good to pass up.

    see prices go up with your idea. you even say so yourself. as a consumer more often than a seller i want lower prices. and lets look at the extremes in both cases. exchanges with rising prices can eventually get too expensive to afford anything worth while. on the other hand auction houses with obscenely low prices means you don't have alot of currency being spent per purchase but can afford many things.

    What I really like about this system is that it would tremendously cut down on the WTB WTS spam in zone chat and it would alleviate players from having to constantly and actively seek out the items they want to buy. By placing an order and forgetting about it, players could concentrate on other aspects of the game that they otherwise wouldn't be able to. I see this as a huge plus for people with limited hours to play the game. Why waste 30-45 minutes attempting to buy or sell something specific when you only have 1-2 hours of play time?

    no i don't think that will happen because we see so much of it now its become habit or second nature to spam chat for your trades in many people's case. i think it willstill be there simply because of instant gratification. i know if i can move more product faster by spamming chat i'll do that (no matter if there is guild stores, exchanges, AH, or whatever system the game uses)

    I would also like to note that since players could only place standing buy orders, there would be no way for gold farmers to actively push their wares and instead they could only fill any buy orders that have been placed. While technically a well stocked farmer could potentially wipe out an entire order book if there were enough buy orders, I think they would have more incentive to limit the number of sales they make since holding their mats and slowly selling at a higher price would most likely be more profitable than running the market into the ground constantly. I contemplate that this system might actually enable ZOS to better manage the bot problem / gold sellers. I believe that this system would allow them to spot and thwart potential in game economy abuse because they could easily monitor the exchange for obscurities such as a player or players flooding a specific market and stopping the abuse almost instantly. This could easily be accomplish by executing the entire exchange on intervals of 5-10 minutes. This way for each given time period every transaction is executed substantially simultaneously (obviously checks and balanced would be needed to ensure transactions meet requirements and are always in line with current prices). Therefore, if during one time interval a massive sell off of Kuta runes takes place ZOS would have ample time to verify the transaction and correct it if necessary.

    you do know that botting and gold selling are two sides of the same coin. the botters sell what they farm to legitimate people under your exchange system. thus enabling that bad behavior this same system is supposed to help curb. and the gold sellers will continue to sell gold because people will want to buy gold to put into the exchange to feed the botters to buy more gold feeding the gold sellers.

    where as with the auction house you still have those botters and gold sellers but the system doesn't force you to support them. i can willingly not buy the botters items and also not buy the gold sellers gold.

    under any economy you are gonna have botters and gold sellers. its just simple supply and demand. i simply believe AH is better than what you proposed for exchanges

  • derpsticks
    derpsticks
    ✭✭✭✭
    Asawasa wrote: »

    I disagree with your idea and here is why:

    me and my buddies want to control the purple improvement material market. we constantly outbid and mark up our prices for a huge gain thus increasing prices. i can do this because this is all what if anyhow. since under your system all higher bids must be filled and me and my associates have unlimited funds how does this stop us? conversely if you have an auction house with posted items competitors can undercut each other to drive prices down. i don't see how you can keep prices low with your exchange idea. plus putting money into the exchange without getting anything in return (until my bid wins) is money i can't use when i need it.

    I don't think the scenario that you describe is very likely. First, you and your buddies probably don't have unlimited resources and couldn't pull this off over a long period of time. Assuming there is a person or group of people who are constantly shelling out top gold to corner the market, they would be subjected to potential investigation by ZOS. They could easily determine if the gold being used came from a legitimate source or was the result of an exploit. In this scenario the buyer with unlimited resources would eventually spend so much gold on buying whatever rare item that many players would end up with more gold to spend on other things anyways. This is especially true for players that sell mats specific to certain crafts that they don't use. They would make great amounts of gold to spend on other items that they are interested in. Second, this system would not prevent players from trading outside of the exchange. In the scenario that you describe the group of people buying up everything could not use the exchange to sell their goods for a profit since they are the ones maintaining the artificial price of that good anyways. They could only sell on the exchange if other people kept raising the price beyond the already inflated prices they set (assuming there isn't a rule preventing players from selling the same item they are trying to buy). Players could still buy items from their guild stores etc. Furthermore, in order to corner the market of purple improvement mats the group would need to buy up all of the purple gear as well. At some point the price of the materials would be so high that it would be more cost effective to buy up purple gear to deconstruct. I just find this scenario completely unsustainable for any one person or small group to maintain.

    see prices go up with your idea. you even say so yourself. as a consumer more often than a seller i want lower prices. and lets look at the extremes in both cases. exchanges with rising prices can eventually get too expensive to afford anything worth while. on the other hand auction houses with obscenely low prices means you don't have alot of currency being spent per purchase but can afford many things.

    As I said earlier, players that sell their unneeded materials would net more gold to spend on the items or upgrades that they do want. Even if the prices of rare materials went up, the price of any crafted item would also go up. At the very least, people could sell what they don't need, use that gold to buy what they want, craft an item using what they bought, and then sell that item for a profit. If anything the higher prices would mean expensive items are more worthwhile to buy for crafting and more worthwhile to sell. Traditional auction houses might have better prices but selling anything also yields less gold.

    no i don't think that will happen because we see so much of it now its become habit or second nature to spam chat for your trades in many people's case. i think it willstill be there simply because of instant gratification. i know if i can move more product faster by spamming chat i'll do that (no matter if there is guild stores, exchanges, AH, or whatever system the game uses)

    The point of the exchange isn't to stop the spam. However, I do think that it would reduce the amount. Sure, some players will still use zone chat to sell their wares, but given an update to the game like this habits would change. Every update changes the way the game is played, be it where to farm, where to grind, what items are good, which skills to use, etc.

    you do know that botting and gold selling are two sides of the same coin. the botters sell what they farm to legitimate people under your exchange system. thus enabling that bad behavior this same system is supposed to help curb. and the gold sellers will continue to sell gold because people will want to buy gold to put into the exchange to feed the botters to buy more gold feeding the gold sellers.

    where as with the auction house you still have those botters and gold sellers but the system doesn't force you to support them. i can willingly not buy the botters items and also not buy the gold sellers gold.

    under any economy you are gonna have botters and gold sellers. its just simple supply and demand. i simply believe AH is better than what you proposed for exchanges

    Assuming that the botters are selling their wares constantly and in great number, they would fill all of the buy orders resulting in lower the prices allowing anyone access to the items for very little gold. In doing so they would also prevent any need for players to buy gold. In this way I don't think anyone would be buying gold to feed the botters since the botters would be limited to selling in small quantities. The exchange would therefore allow legitimate players the ability to earn more gold selling the same item since the prices haven't been driven into the ground. As I explained earlier, if botters did sell in large quantities ZOS could very easily identify the botters and take care of the issue. Botters could sell to legitimate players just like any other model, however players could also sell items for more gold.
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