Olupajmibanan wrote: »ARGUMENT FOR A GLOBAL AUCTION HOUSE:
The two main arguments in opposition of a global auction house are:
1. Undercutting the competition, leading to a race to the bottom in terms of pricing
2. Cornering the market, leading to price gouging
These two arguments lack merit.
A global auction house allows supply and demand to take their natural course and lead to an equilibrium of price.
Cornering the market is tough, even with add-ons. This is because the volume of items is so high and every single person in the game has the ability to sell items, resulting in a very large and constant supply - one that can easily outweigh the demand, making it unprofitable to buy every single quantity available. Even with low-volume items and attempts to price gouge, there will come a point where people decide the higher price is not worth it and either forgo the item or farm it on their own, or they will get it off-market. Either way, the price gouging sellers do not make the sale, and no profit results, forcing them to lower the price to the point where it sells at the desired volume (in a way that maximizes total sales dollars).
And then there is undercutting the competition, leading to a race to the bottom in terms of pricing. So this means that within a month of the global auction house going live, every item will be selling for one gold? Of course not. Just as there is a price ceiling set by the buyers, there is a price floor set by the sellers - at some point, they will decide it's not worth selling an item for a lower price. If this were not the case, then every item would be available for one gold.
Natural suply and demand can never take place in MMORPGS because economy in these games lacks core aspect present in real economy. Every economic theory is based on condition that resources are LIMITED. In these games, resources are unlimited leading to natural unbalance in suply and demand so argument about natural balance isn't in place.
Olupajmibanan wrote: »ARGUMENT FOR A GLOBAL AUCTION HOUSE:
The two main arguments in opposition of a global auction house are:
1. Undercutting the competition, leading to a race to the bottom in terms of pricing
2. Cornering the market, leading to price gouging
These two arguments lack merit.
A global auction house allows supply and demand to take their natural course and lead to an equilibrium of price.
Cornering the market is tough, even with add-ons. This is because the volume of items is so high and every single person in the game has the ability to sell items, resulting in a very large and constant supply - one that can easily outweigh the demand, making it unprofitable to buy every single quantity available. Even with low-volume items and attempts to price gouge, there will come a point where people decide the higher price is not worth it and either forgo the item or farm it on their own, or they will get it off-market. Either way, the price gouging sellers do not make the sale, and no profit results, forcing them to lower the price to the point where it sells at the desired volume (in a way that maximizes total sales dollars).
And then there is undercutting the competition, leading to a race to the bottom in terms of pricing. So this means that within a month of the global auction house going live, every item will be selling for one gold? Of course not. Just as there is a price ceiling set by the buyers, there is a price floor set by the sellers - at some point, they will decide it's not worth selling an item for a lower price. If this were not the case, then every item would be available for one gold.
Natural suply and demand can never take place in MMORPGS because economy in these games lacks core aspect present in real economy. Every economic theory is based on condition that resources are LIMITED. In these games, resources are unlimited leading to natural unbalance in suply and demand so argument about natural balance isn't in place.
Technically true, however there is a certain flow rate to those items being generated and removed from the game world. The more common the item, the higher the flow rate, which roughly translates to a higher supply. The fact that it's potentially infinite simply means we'll theoretically never hit a point where the item is completely used up.
But the thing DoctorESO failed to realize, or doesn't want to, is that the price gouging and undercutting does not apply equally to every single item. In fact he's trying to use that as a strawman argument in the quote you posted. Price gouging will simply guarantee that certain items will always be at or very slightly below the price ceiling, which will be artificially inflated because of said gouging. Likewise, items that are undercut will nearly always be at the price floor, which will be artificially low because there's so much undercutting taking place. By diversifying the market, you effectively make it resistant to both gouging and undercutting, bringing overall prices more toward a central average, as it were. Yes, some of that will still take place, but it won't be nearly as prevalent of a problem. It's good for the seller because he can still make a decent profit on common items and it's good for the buyer because the less common stuff will actually be in the realm of affordability.
Although I'm against the idea in principle, there's no reason they couldn't keep current traders in all their locations and simply connect all the traders item listings.
A Global Auction House would do many things, none of them good
1) Groups ALL items together. You think searching for items it bad now? Shoehorning every item for sale into one thing would make it even worse.
QuebraRegra wrote: »ARGUMENT FOR A GLOBAL AUCTION HOUSE:
The two main arguments in opposition of a global auction house are:
1. Undercutting the competition, leading to a race to the bottom in terms of pricing
2. Cornering the market, leading to price gouging
These two arguments lack merit.
A global auction house allows supply and demand to take their natural course and lead to an equilibrium of price.
Cornering the market is tough, even with add-ons. This is because the volume of items is so high and every single person in the game has the ability to sell items, resulting in a very large and constant supply - one that can easily outweigh the demand, making it unprofitable to buy every single quantity available. Even with low-volume items and attempts to price gouge, there will come a point where people decide the higher price is not worth it and either forgo the item or farm it on their own, or they will get it off-market. Either way, the price gouging sellers do not make the sale, and no profit results, forcing them to lower the price to the point where it sells at the desired volume (in a way that maximizes total sales dollars).
And then there is undercutting the competition, leading to a race to the bottom in terms of pricing. So this means that within a month of the global auction house going live, every item will be selling for one gold? Of course not. Just as there is a price ceiling set by the buyers, there is a price floor set by the sellers - at some point, they will decide it's not worth selling an item for a lower price. If this were not the case, then every item would be available for one gold.
as a consumer, we like a race to the bottom in terms of pricing.
jedtb16_ESO wrote: »Olupajmibanan wrote: »ARGUMENT FOR A GLOBAL AUCTION HOUSE:
The two main arguments in opposition of a global auction house are:
1. Undercutting the competition, leading to a race to the bottom in terms of pricing
2. Cornering the market, leading to price gouging
These two arguments lack merit.
A global auction house allows supply and demand to take their natural course and lead to an equilibrium of price.
Cornering the market is tough, even with add-ons. This is because the volume of items is so high and every single person in the game has the ability to sell items, resulting in a very large and constant supply - one that can easily outweigh the demand, making it unprofitable to buy every single quantity available. Even with low-volume items and attempts to price gouge, there will come a point where people decide the higher price is not worth it and either forgo the item or farm it on their own, or they will get it off-market. Either way, the price gouging sellers do not make the sale, and no profit results, forcing them to lower the price to the point where it sells at the desired volume (in a way that maximizes total sales dollars).
And then there is undercutting the competition, leading to a race to the bottom in terms of pricing. So this means that within a month of the global auction house going live, every item will be selling for one gold? Of course not. Just as there is a price ceiling set by the buyers, there is a price floor set by the sellers - at some point, they will decide it's not worth selling an item for a lower price. If this were not the case, then every item would be available for one gold.
Natural suply and demand can never take place in MMORPGS because economy in these games lacks core aspect present in real economy. Every economic theory is based on condition that resources are LIMITED. In these games, resources are unlimited leading to natural unbalance in suply and demand so argument about natural balance isn't in place.
Technically true, however there is a certain flow rate to those items being generated and removed from the game world. The more common the item, the higher the flow rate, which roughly translates to a higher supply. The fact that it's potentially infinite simply means we'll theoretically never hit a point where the item is completely used up.
But the thing DoctorESO failed to realize, or doesn't want to, is that the price gouging and undercutting does not apply equally to every single item. In fact he's trying to use that as a strawman argument in the quote you posted. Price gouging will simply guarantee that certain items will always be at or very slightly below the price ceiling, which will be artificially inflated because of said gouging. Likewise, items that are undercut will nearly always be at the price floor, which will be artificially low because there's so much undercutting taking place. By diversifying the market, you effectively make it resistant to both gouging and undercutting, bringing overall prices more toward a central average, as it were. Yes, some of that will still take place, but it won't be nearly as prevalent of a problem. It's good for the seller because he can still make a decent profit on common items and it's good for the buyer because the less common stuff will actually be in the realm of affordability.
i don't disagree with anything you say here but i do take issue with the idea of gouging and undercutting.
gouging/undercutting presuppose that there is some kind of 'ideal' or fixed price for any given item. there isn't. for any sale (since there are no game mechanic imposed restrictions on price) the price, generally, will fall between what the seller hopes to get and what the market will bear.
jedtb16_ESO wrote: »Olupajmibanan wrote: »ARGUMENT FOR A GLOBAL AUCTION HOUSE:
The two main arguments in opposition of a global auction house are:
1. Undercutting the competition, leading to a race to the bottom in terms of pricing
2. Cornering the market, leading to price gouging
These two arguments lack merit.
A global auction house allows supply and demand to take their natural course and lead to an equilibrium of price.
Cornering the market is tough, even with add-ons. This is because the volume of items is so high and every single person in the game has the ability to sell items, resulting in a very large and constant supply - one that can easily outweigh the demand, making it unprofitable to buy every single quantity available. Even with low-volume items and attempts to price gouge, there will come a point where people decide the higher price is not worth it and either forgo the item or farm it on their own, or they will get it off-market. Either way, the price gouging sellers do not make the sale, and no profit results, forcing them to lower the price to the point where it sells at the desired volume (in a way that maximizes total sales dollars).
And then there is undercutting the competition, leading to a race to the bottom in terms of pricing. So this means that within a month of the global auction house going live, every item will be selling for one gold? Of course not. Just as there is a price ceiling set by the buyers, there is a price floor set by the sellers - at some point, they will decide it's not worth selling an item for a lower price. If this were not the case, then every item would be available for one gold.
Natural suply and demand can never take place in MMORPGS because economy in these games lacks core aspect present in real economy. Every economic theory is based on condition that resources are LIMITED. In these games, resources are unlimited leading to natural unbalance in suply and demand so argument about natural balance isn't in place.
Technically true, however there is a certain flow rate to those items being generated and removed from the game world. The more common the item, the higher the flow rate, which roughly translates to a higher supply. The fact that it's potentially infinite simply means we'll theoretically never hit a point where the item is completely used up.
But the thing DoctorESO failed to realize, or doesn't want to, is that the price gouging and undercutting does not apply equally to every single item. In fact he's trying to use that as a strawman argument in the quote you posted. Price gouging will simply guarantee that certain items will always be at or very slightly below the price ceiling, which will be artificially inflated because of said gouging. Likewise, items that are undercut will nearly always be at the price floor, which will be artificially low because there's so much undercutting taking place. By diversifying the market, you effectively make it resistant to both gouging and undercutting, bringing overall prices more toward a central average, as it were. Yes, some of that will still take place, but it won't be nearly as prevalent of a problem. It's good for the seller because he can still make a decent profit on common items and it's good for the buyer because the less common stuff will actually be in the realm of affordability.
i don't disagree with anything you say here but i do take issue with the idea of gouging and undercutting.
gouging/undercutting presuppose that there is some kind of 'ideal' or fixed price for any given item. there isn't. for any sale (since there are no game mechanic imposed restrictions on price) the price, generally, will fall between what the seller hopes to get and what the market will bear.
That presupposes that there aren't agreements between trading guilds or pressures imposed on guild members as to the level of listing price that is "expected" if members are to continue with those guilds. I've no idea whether that actually does happen, but I've certainly seen plenty of claims that it does.
LejonTryne wrote: »Yeah, a global auction house will be nice! I wonder why there is non yet!
As an alternative to maintaining the present dysfunctional system as it is, yes.
As an alternative to overhauling and improving the present system, no.
Basically the problems with the existing system are for buyers the lack of a decent search function and the need to travel the world in the hope that someone, somewhere will have the item you're looking for (together with the lack of transparency over pricing so if you do find it you've no idea if it's cheaper elsewhere).
For sellers the problems are that only a small proportion of the players can trade each week, those spots are by and large cornered at a ridiculous cost both in guild resources and GMs' time, and only PC players have the opportunity to implement the means of making it into a half-decent system through add-ons which are, however, a significant performance drain for those who use them.
The arguments against changing the system tend only to come from those who make the most money from it, and generally relate to things like dire warnings of price-fixing etc that already happen under the present system anyway. In any type of economy artificially restricting the supply of goods is only ever good for those sellers who manage to participate in the system, all other prospective sellers and all buyers are the losers from it.
Overhauling the system to enable better search functions for buyers with the option to collect items from across the world free or have them mailed to them at a significant cost would be a start. Providing a fully functional trader UI avoiding the need for add-ons and putting all platform users on the same footing would be a good next step. Finally, cater for all casual and non-guild sellers as well as unsuccessful guild traders by having a NPC trader in each of the main locations and through whom a small number of items could be listed at a high level of commission to be shared between the guilds trading in those locations. The icing on the cake could well be the provision of trading quests through the NPC merchants for new players that would introduce them to the whole trading concept in ESO which is markedly different to any other game.
In before everything costs either 1 gold or your wallet and a half
lordrichter wrote: »LejonTryne wrote: »Yeah, a global auction house will be nice! I wonder why there is non yet!
In a nutshell? They have already said "No" to the idea during an ESO Live.
Jason Leavey: "Auction House. There's been some questions about whether that's something we're ever going to consider. It's not something that we plan on considering. While global auction houses would be convenient, they are not ideal for the economy of the game, so it's not something that we're planning to do."
Gina Bruno: No. Sorry.
ESO Live #15, April 10, 2015
https://www.youtube.com/watch?v=7D0_q6cfhsE
Why not have a global auction that has an extra cost attached for using the service. The current system can stay in place as well. Either pay extra to buy from the global auction house or hunt it down like we do today.
lordrichter wrote: »LejonTryne wrote: »Yeah, a global auction house will be nice! I wonder why there is non yet!
In a nutshell? They have already said "No" to the idea during an ESO Live.
Jason Leavey: "Auction House. There's been some questions about whether that's something we're ever going to consider. It's not something that we plan on considering. While global auction houses would be convenient, they are not ideal for the economy of the game, so it's not something that we're planning to do."
Gina Bruno: No. Sorry.
ESO Live #15, April 10, 2015
https://www.youtube.com/watch?v=7D0_q6cfhsE
That's what Guildwars 1 said before Guildwars 2 was created
lordrichter wrote: »LejonTryne wrote: »Yeah, a global auction house will be nice! I wonder why there is non yet!
In a nutshell? They have already said "No" to the idea during an ESO Live.
You weren't much of a trader in those other games. Not in the medieval merchant sense anyway. What you were was the guy that stands on the stock market floor and yells "BUY! BUY! BUY! SELL! SELL! SELL!" and then jumps out a window when someone floods the market with trillium bars or whatever.
ESO guild traders are what the world was like before Walmart dominated the retail market. If you want the absolute best deal possible, you gotta put in some actual effort instead of just refreshing your search page every few minutes. Otherwise, you just go find what you're looking for at a price you're willing to pay.
lordrichter wrote: »LejonTryne wrote: »Yeah, a global auction house will be nice! I wonder why there is non yet!
In a nutshell? They have already said "No" to the idea during an ESO Live.
Jason Leavey: "Auction House. There's been some questions about whether that's something we're ever going to consider. It's not something that we plan on considering. While global auction houses would be convenient, they are not ideal for the economy of the game, so it's not something that we're planning to do."
Gina Bruno: No. Sorry.
ESO Live #15, April 10, 2015
https://www.youtube.com/watch?v=7D0_q6cfhsE
wtlonewolf20 wrote: »I will concede that ZOS needs to add a better guild store UI and features. because the majority of the pain that has been expressed is 1) the lack of a good search feature 2) Poor item Sorting and 3) How to tell a good price. Addons address these issues, the native game not so much.
But the thing DoctorESO failed to realize, or doesn't want to, is that the price gouging and undercutting does not apply equally to every single item. In fact he's trying to use that as a strawman argument in the quote you posted. Price gouging will simply guarantee that certain items will always be at or very slightly below the price ceiling, which will be artificially inflated because of said gouging. Likewise, items that are undercut will nearly always be at the price floor, which will be artificially low because there's so much undercutting taking place.
To give people perspective when I first created this thread, I actually summarized the arguments for both sides, not just one/
But if "items will always be at or very slightly below the price ceiling," doesn't this mean that the item has found its market value? Not sure what "price ceiling" refers to, but if everyone is buying and selling at a particular price, then that price is the market value. No?
Same thing with the "price floor."