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Broken economy- Use the npc merchants to sell items for players!
As a seller, I want to sell to the largest possible audience. As a buyer I want to find exactly what I am looking for - if I am looking for a new sword, then I want to see all the swords from my level range in one spot. Guild stores fail at both tasks miserably.
The new public store system will help a little with the first, but not with the second. Also it promises to be just another gold sink.
I have a better suggestion:
Use the existing npc merchants to sell items for players!
Details:
- Wasted npcs: There are so many merchants in the towns and nobody uses them because they sell overpriced goods. I personally miss the experience of being happy to find a merchant to buy cool items - in this game they are simply useless.
- Mimic guild store mechanics: Instead of selling their current goods, these merchants could do sale on commission for players - much like the current guild stores work.
- One merchant per item per zone: You can have one merchant per zone for one specific item class (blacksmithing tempers, healing staffs, daggers, etc.). That way, in order to buy or sell an item from that item class players need to go to that merchant.
- Limit level range: The merchant should only accept items from the zone's level range. (The mace trader in Auridon would only be selling VR1 maces.)
- Merchants should have item limits: If this limit is reached, players need to come back later (or destroy their item - apparently there is enough supply already). I have no idea how high this limit needs to be, but I am guessing if a trader has 1000 VR1 swords in stock he does not need to list another until demand picks up.
- Decrease the listing time: Many players have no idea how much items are worth and list their items for too much. There is no need to have a merchant's stock filled with overpriced items (like current guild stores). Make the listing time a few days, a week maximum.
- Suggest prices to the players: Help the players find the right price by suggesting an averaged sales price from previous sales or showing them previous sales. There are addons for this purpose anyway. It will greatly help the economy if you include this into the game.
- Cut in Line: If all vendor slots are filled for a specific items, allow players to underbid other players to "cut in line", bumping the highest priced item out of the store. This makes sure that there are no shelf warmers. Possibly allow for a minimum list time of 24h before an item can be underbid to introduce a fixed amount of stability. (as suggested by @Sord)
Benefits:
- It allows players to sell to the whole community.
- It allows buyers to find exactly what they are looking for without being overwhelmed.
- It gives the merchant npcs meaning and makes trading more fun and natural because it will be more integrated into the gameplay.
Conclusion:
I think overall the experience will be a lot better. It feels more natural to go to the right trader to buy a specific item than to filter a guild store (with a horrible interface, btw.) or to spam the chat with WTS/WTB, and it will give players a sense of achievement if they managed to find the right merchant in the right zone to buy and sell specific items.
I am interested to hear what other think about this idea!
Edited by spoqster on August 28, 2014 9:05PM