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.
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."
Sevalaricgirl wrote: »Flat no.
Trading is interesting right now, it rewards effort. Don't wreck that cos people are lazy
It has nothing to do with being lazy. I have tons and tons and tons of stuff which is why I have a lot of mules. I just do not want to be in a trading guild and I shouldn't have to be. No other game requires it to sell stuff. ESO, and I've been saying this since day 1, did it wrong.
Disagree. It's a part of the game some enjoy.
I want trials weapons I have to do them
I want AP I have to go PvP
Trade, trading guild
It's very simple. Don't wreck a part of the game as you want to shortcut it. If we all did that the game would get easy very fast
jedtb16_ESO wrote: »<snip> from memory the real argument for a global auction house is that it would be more convenient. <snip>
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.
jedtb16_ESO wrote: »<snip> from memory the real argument for a global auction house is that it would be more convenient. <snip>
That's true so far as the problems for buyers are concerned, but for sellers the main argument is that the game's trading system should be open to all and not dependent on (a) belonging to several guilds, (b) those guilds regularly getting kiosks, and (c) add-ons that are only available to one-third of the players.
jedtb16_ESO wrote: »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."
to the part i put in bold.... well, no. you cherry picked a couple of arguments on each side and slanted the summary to fit your agenda.
this debate has been going on since beta.... there have been a lot more points made on both sides - try using the search function and going back to 2014 to see the reams of debate back then and since then.
from memory the real argument for a global auction house is that it would be more convenient.
against there are two - it would not fit the lore and a single market would be too easy to manipulate.
(and yes it would probably be valid to charge me with slanting the summary to fit my agenda)
price ceilings and floors are real world contrivances that don't really fit in a game world since they are devices to ensure that costs are covered and a reasonable return is made on investment. really doesn't apply here since you can't pay your isp with in game gold.
I've been keeping notes on the arguments people have made for both sides and will post it in the near future.
jedtb16_ESO wrote: »jedtb16_ESO wrote: »<snip> from memory the real argument for a global auction house is that it would be more convenient. <snip>
That's true so far as the problems for buyers are concerned, but for sellers the main argument is that the game's trading system should be open to all and not dependent on (a) belonging to several guilds, (b) those guilds regularly getting kiosks, and (c) add-ons that are only available to one-third of the players.
isn't what you say part of convenience?
you and i have had this conversation at least once before and the facts haven't changed..... anyone is free to offer anything (not bound) for sale at any time anywhere. the is no guarantee that they would make the sale but there is also no guarantee that same item would sell in a guild store or in a global store...
Titansteele wrote: »Moderators ..... Can you start closing these threads as soon as they pop up? Good moderators.
Titansteele wrote: »Moderators ..... Can you start closing these threads as soon as they pop up? Good moderators.
Why? There's a good honest debate going on in polite terms, about a subject on which opinion is currently evenly divided. The fact that the subject keeps coming up signifies that it's not a resolved issue. Would you adopt the same reasoning to close all threads about lag in Cyrodiil, for example? Or the merits or otherwise of Crown Crates? Those are also old chestnuts but they keep coming up because a lot of people continue to be concerned about them, and it's just the same with the trading system. Stifling discussion won't make it a better or more popular system.
ARGUMENT AGAINST A GLOBAL AUCTION HOUSE:
The normal principles of economics do not apply in ESO, or any video game for that matter, for one simple reason - resources are not "scarce." In fact, they are unlimited. That's what happens when you play a virtual game. What this means is that people can and will easily flood the market. Anything and everything will be for sale, which will drive down the prices and make it very difficult for most sellers to make gold. Only the sellers of the rarest items will be able to make decent money.
It seems mostly everyone has had a chance to express their views, so as promised I will conclude with the following brief bullet point summary of points each side has expressed. At the time of this posting, the community is evenly split between being in favor of and opposed to the global auction/trading house (307 voted yes, 307 voted no, and the remaining 5% voted indifferent).
IN FAVOR OF A GLOBAL AUCTION/TRADING HOUSE
- Shouldn't have to join a trading guild
- Limited prime trader spots
- Need a global search feature anyway
- Takes too long to find what you need
- It will be more of a gold sink
- Unfriendly to new players
- Lower prices for the mass consumer
- Levels the playing field for both buyers and sellers
- High-end trading guilds already corner the market
- It would reduce zone chat spam from sellers
- It will make more items available, especially for characters under 50, enabling them to both find what they need and make money selling items below the max level
AGAINST A GLOBAL AUCTION/TRADING HOUSE
- More monopolization of the market
- Major price undercutting (due to everyone trying to sell for one gold less than the other)
- It will be less of a gold sink
- It's unique not having one
- Only benefits the richest 1%
- Current system rewards those who put forth the most time and effort
- It's fun searching for bargains
- Internal guild stores are sufficient for casual sellers
- It allows for rise and fall of great trading guilds
- Encourages guild membership
Nihility42 wrote: »I'd like some of the features of TTC, MM, and AwesomeGuildStore to be added to the base game. Particularly search and sort options within traders. That said, I enjoy the system as is. It rewards people who want to put time into being a trader and scouring various guild stores for deals. I find that to be a really rewarding part of my game.