Giles.floydub17_ESO wrote: »Others are scamming and trying to sell items much higher than the going rate.
Giles.floydub17_ESO wrote: »Others are scamming and trying to sell items much higher than the going rate.
and that doesn't happen at GT's?
Holy Moly, I knew those green Divines Robes of Necropotence were an absolute bargain at 290K each! Maybe I should stock up because you know - FOTM and all.
Callous2208 wrote: »Oh cool glad you said that. Here I thought I was a grown man making my own decisions about what I enjoy and what's a necessity for me. Watch me trigger your young naive mind now. This is the system ZOS chose. It's great and they have no plans to change it. Better adapt or move on friend. Kek.
Of course the present system is fine for the serious traders, that's why they keep defending it, but let's not underestimate the number of players who it excludes. Whether or not it's the 90% of players being talked about here is really neither here nor there, by any calculation of the number of kiosks and therefore successful guilds at any one time, the number of players in more than one of those guilds, and the comparison between those figures and the size of the playerbase, it's pretty obvious that an awful lot of players are excluded from the present system.
Gandrhulf_Harbard wrote: »A "Bulletin Board" in each Zone Capital that players can go to to look for X, and it list all of the Kiosks within that Zone that have X listed for sale. It does NOT list prices - just availability. Now this would be a MASSIVE improvement for players who a) do not have the time to, or b) do not enjoy, traipsing half way around the world to still not find what they are looking for. And it would INCREASE overall sales for Traders.
Khedrakb14_ESO wrote: »I've been playing since Alpha and do agree there needs to be a change in the way we are allowed to sell our goods.
The guild stores / trader are a nice concept and different than most games. But its a major flaw in an MMO. More than 9/10 of guilds out there won't have a guild trader. You'd have to be in as many trade guilds as you can, just to sell stuff. These guilds are the worst for they are only for trading. There is hardly any socialization within them, making friends is impossible, yet alone finding people to do groups or other things within this type of guild. You also have to spend gold to the guild so the guild can get or keep a guild trader. That is gold you lose. (i.e. Lottery, in-guild auctions and just donating). Some even require you to pay guild dues in order to stay in the guild. There is also a lot of guild hoping, as when a guild loses their guild trader, people drop guild and look for another that has a guild trader. Most of these type of guilds have an inactive policy of 7 days to 30 days and you get the boot to make room for more gold payers to get or keep the trader. Again hard to make friends with this system.
I do like the idea but there just isn't enough Guild merchants to go around. It would be better if there was at least 10 times more of them.
So I say keep this Guild Store / Merchant system but put in a true auction house. One that has NO buyout function and at minimum of 3-5 day auctions. Also only allow certain items (high value items) in the auction house. Also with a limit to how many items you can put into the action house. Something like 10 - 15 would be best. Mainly to keep the traders useful and to keep out all those stack-able, single item posts that take up auction space, out.
This would also be something unique as most MMO have a buyout in their auction houses. I'm not even sure if any MMO has a true Auction house. I've never seen one. I've played MMO's for over 20 years now and I've not seen an auction house without a buyout feature.
EDIT: Look at this from a sellers point of view. You can get the most profit from your most valued items and there would be no undercutting of prices. You set a price and the players would control the market by bidding only what they feel its worth.
From a buyers point of view, yes you may have to wait a few days till the action is over but you at least know the item isn't over priced because its the players market that set the price. Like when you go to a guild trader and buy something for say 10k and find out in many other guild traders that the item sells for 2k. If you don't get the one you bid on, you can always bid on another like it later with a better idea on how much it'l be. Also you wouldn't have to keep going from town to town looking at all those guild Traders for the high value items you're looking for.
Khedrakb14_ESO wrote: »I've been playing since Alpha and do agree there needs to be a change in the way we are allowed to sell our goods.
The guild stores / trader are a nice concept and different than most games. But its a major flaw in an MMO. More than 9/10 of guilds out there won't have a guild trader. You'd have to be in as many trade guilds as you can, just to sell stuff. These guilds are the worst for they are only for trading. There is hardly any socialization within them, making friends is impossible, yet alone finding people to do groups or other things within this type of guild. You also have to spend gold to the guild so the guild can get or keep a guild trader. That is gold you lose. (i.e. Lottery, in-guild auctions and just donating). Some even require you to pay guild dues in order to stay in the guild. There is also a lot of guild hoping, as when a guild loses their guild trader, people drop guild and look for another that has a guild trader. Most of these type of guilds have an inactive policy of 7 days to 30 days and you get the boot to make room for more gold payers to get or keep the trader. Again hard to make friends with this system.
I do like the idea but there just isn't enough Guild merchants to go around. It would be better if there was at least 10 times more of them.
So I say keep this Guild Store / Merchant system but put in a true auction house. One that has NO buyout function and at minimum of 3-5 day auctions. Also only allow certain items (high value items) in the auction house. Also with a limit to how many items you can put into the action house. Something like 10 - 15 would be best. Mainly to keep the traders useful and to keep out all those stack-able, single item posts that take up auction space, out.
This would also be something unique as most MMO have a buyout in their auction houses. I'm not even sure if any MMO has a true Auction house. I've never seen one. I've played MMO's for over 20 years now and I've not seen an auction house without a buyout feature.
EDIT: Look at this from a sellers point of view. You can get the most profit from your most valued items and there would be no undercutting of prices. You set a price and the players would control the market by bidding only what they feel its worth.
From a buyers point of view, yes you may have to wait a few days till the action is over but you at least know the item isn't over priced because its the players market that set the price. Like when you go to a guild trader and buy something for say 10k and find out in many other guild traders that the item sells for 2k. If you don't get the one you bid on, you can always bid on another like it later with a better idea on how much it'l be. Also you wouldn't have to keep going from town to town looking at all those guild Traders for the high value items you're looking for.
Guild traders are awesome, but the monopolization and cronyism involved is terrible. IMO here is what ZOS should do:
1. Guild leaders sign a contract with a single, central merchant guild NPC that deducts X gold from the guild bank every day. This can be cancelled at any time or cancels automatically if there is not enough gold in the bank.
2. Each day, guilds who have active contracts receive a random trader throughout Tamriel. Since there are likely more guilds than traders, if the guild unlucky and doesn't get a trader, the daily fee is refunded.
This adds fairness to the market and prevents some of the more egregious problems with the current system. It lowers the barriers of entry for start-up guilds - it is currently nigh impossible for anyone to start a trade guild with the hope of ever competing with the big guys. Additionally, this encourages players to shop around the world a bit rather than only visiting a handful in high traffic areas.
Most importantly, people will likely be more inclined to join more gameplay-centric guilds and overall social activities in ESO would likely increase.
anitajoneb17_ESO wrote: »Of course the present system is fine for the serious traders, that's why they keep defending it, but let's not underestimate the number of players who it excludes. Whether or not it's the 90% of players being talked about here is really neither here nor there, by any calculation of the number of kiosks and therefore successful guilds at any one time, the number of players in more than one of those guilds, and the comparison between those figures and the size of the playerbase, it's pretty obvious that an awful lot of players are excluded from the present system.
100% of players would like to have a Maelstroem weapon. Yet (say) 10% of players have one, and 90% of players have none. They are excluded from getting the best gear because they don't play well enough. Yet everyone (including me) think that's ok.
I belong to the 90% who would really like to have a maelstroem weapon - yet I don't. WHY ? Because I'm not interested in learning to play better than I currently do (not enough for VMA) and I find other things more pleasant in the game than practising my rotation and learning mob spawn routines. In other words : I don't want to put in the effort. My choice.
The problem with trading is that very few players want to put effort into that. Trading requires skill and knowledge : knowing about availability, rarity, usefulness and popularity of each item, knowing the game's systems, reading patch notes and keeping yourself informed in order to anticipate market evolution, etc. Many players just see the trading system as a recycle bin to put all their trash in exchange for slightly more gold than an NPC merchant. A dust bin. They list crap upon crap in their guild stores and if they don't sell, they blame the guild traders' system, the imaginary "big trading guilds cartels" who supposedly manipulate the whole economy. But the truth is, they simply have listed stuff that noone wants at inadequate prices. Best case scenario, they use the Master Merchant statistical price and list at that price without any further thinking. Problem is, Master Merchant is only useful if you know how to read the figures correctly.
Now go to most of the remote guild traders (anywhere outside the big hubs) and look at what's listed : mostly useless trash items at totally inadequate prices. Because the people in those guilds aren't experienced traders and don't want to put the effort into becoming one.
On the other hand, the reason why some trading hubs are so popular (Rawl, Belkarth...) isn't only due to the convenience of the location : it is also due to the fact that those guilds are made of - mainly - experienced traders. They don't list crap, and what they list is priced fairly, at current market prices. And you're almost guaranteed to find the useful stuff you're looking for there - because people there know what the buyers need and what items are currently in demand. They don't list crap.
The day I see such a broad, reasonable, intelligent and informed offer at most/all trading kiosks in Tamriel, I'll start agreeing that the system is unfair and excludes good traders. Until then, I think it's great that the system helps promoting good traders and keeping non-serious players out of the market.
A trading guild with minimum sales requirements or fees is, imho, the equivalent of a progression guild with minimum DPS requirement. Both are perfectly normal.
A player who can't sell enough to stay in a major trading guild simply doesn't deserve one. Just like I don't deserve a Maelstroem weapon.
anitajoneb17_ESO wrote: »Guild traders are awesome, but the monopolization and cronyism involved is terrible. IMO here is what ZOS should do:
1. Guild leaders sign a contract with a single, central merchant guild NPC that deducts X gold from the guild bank every day. This can be cancelled at any time or cancels automatically if there is not enough gold in the bank.
2. Each day, guilds who have active contracts receive a random trader throughout Tamriel. Since there are likely more guilds than traders, if the guild unlucky and doesn't get a trader, the daily fee is refunded.
This adds fairness to the market and prevents some of the more egregious problems with the current system. It lowers the barriers of entry for start-up guilds - it is currently nigh impossible for anyone to start a trade guild with the hope of ever competing with the big guys. Additionally, this encourages players to shop around the world a bit rather than only visiting a handful in high traffic areas.
Most importantly, people will likely be more inclined to join more gameplay-centric guilds and overall social activities in ESO would likely increase.
Nice idea ! But it wouldn't work. It would if all trading guilds were equally well managed and stuffed, but half of them aren't. Outside from the big hubs with expensive traders, you find lots of guild traders with literally nothing to offer that's even remotely interesting. At least when I need something I know I can go to Belkarth and find it fairly priced. If those hubs were randomly occupied by any guild, there would be nothing to buy from them most of the time and people wouldn't even bother shopping anymore.
Equating a basic function like trading in a MMO with the obtaining of the best weapon in the game is absurd. Of course you have to work hard and rely on guild assistance to get the best weapon, but you shouldn't have to do so in order to sell a stack of iron ore!