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Traders the problems and a solution.

Tyralbin
Tyralbin
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Ok. We all know the problems with the trading system.

Regarding this why are there some traders (specially those in outlaw refuges) that have been bugged for months and cannot even be used. Would be good if we could at least get an acknowledgement from ZOS that they know there is an issue. Communication is key something which ZOS seems to be really bad at.

An example of this (which I found out from a friend who plays on the PTS server) that the missing Razagug daily is to be fixed in todays patch. This is an issue that affects everybody and should at least be announced in the general forum. It is not up to the players to do Zenis job. But I digress.

There are now many more guilds than there are traders and spots are venomously fought for. With the changing of the bidding times this brought a new problem. Really bad lag issues during the bidding times.

Now to my solution; bring out new housing that is guild specific. Along with this guild house comes a guild trader which is stationed outside the guild house.

What about multiple guilds having same house?

Simple the trader has a list of guilds whom have the same house and you can pick from the list which guild you want to peruse. This would be similar to a shop selling different brands.

The trader would also charge a percentage as it is now for items sold and also a listing fee. This fee can be as much as the guild wishes to pay (with a minimum charge of 10k) those paying the most would appear further up the list. Of course a search option would also be useful so one can find there own guild to place items.

What are the benefits of this system?

1. An area where Zeni could actually generate some income. Base guild housing bought for gold but also some Crown specific guild housing.
2. Cold sink. Now all guilds can participate in selling/trading and more gold would be removed from the game.
3. Keep both the current trading system and the guild house traders. Even bigger gold sink.
4. Everybody can trade to all. This system would remove the need for a global AH and the problems it brings with it.

What are your thoughts? Any areas of improvement I have missed?

Live a little love a lot send all your gold to this Imperials pot.
  • Twenty0zTsunami
    Twenty0zTsunami
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    I have had a similar thought about guilds, having legitimate guild halls with traders outside, and guild who "owns" the particular hall can sell to players who happen by. The problem that I doubt people are going to want to go out of there way to access someones guild hall, so they'd have to be available smack dab in the middle of some new or existing Hub.

    Now i had another idea as well, which is sort of related, however it will probably never happen because it would involve re-vamping guilds at their core. But it plays into what you're talking about in terms of guild halls and traders.

    So the idea was that when you make a guild instead of just picking your faction, you actually "register" at a city. It would be any of the major cities varying by faction-- I play primarily EP so the examples that come to mind are Guild Registration officers in Deshaan, The Rift, Eastmarch and Shadowfen.

    Now my thoughts are.. Guild halls would just be the next milestone for a guild. Afte rhitting 50 and unlocking your store (or is it 25 now?), there are no more milestones-- so perhaps upon reaching 100 members, your guild may now acquire a guild hall in the city of their registration. And to do so maybe you do a brief(or hell, even heavily involved) quest, or obtain certain guild-group focused achievements, or maybe you just pay a heaping sum of gold. Maybe all of the above.

    Now registering would have a three fold effect.
    It would dictate which faction your guild is rep'ing in pvp-- basically a more involved version of the "choose your faction" prompt we have today

    It would dictate which cities guild-hall you had access too (again, imagine unique manorly guild halls for each city, designed for the motif of the nearby denizens (so gloomy thick stone, snow covered castle in eastmarch, a nice wooden longhouse-style nord building in the rift, dunmer architectural designs for the hall in deshaan, and a crummy mudhut down in the swamp

    The third effect would be to give the guild permanent access to a trader upon obtaining said guild hall. While not necessarily removing the old-trader system. Long established guilds with coffers full of coin could purchase them immediately, thus taking them out of the pool of "competitors" for the finite space of town-traders, leaving lesser established guilds more opportunity to take advantage of weekly traders, at a reasonable price, as they work their way to obtaining a Guild Hall. Perhaps they could even remove the limitations to # of guilds hosted by traders, and just cause all traders in the city to reflect the wares of the guilds registered who paid their weekly trader dues (while including people who "bought in" via a guild-hall at no extra cost.) So any guild registered in mournhold could pay a reasonable fee and have access to the local traders, without having to worry about being overbid.


    Anyway, tl;dr: guild halls would be cool, so would tinkering with the current marketplace meta-- While I like the unique feel of the trader system as it is.. It's also an obscene pain int he rear.

    Edited by Twenty0zTsunami on February 12, 2018 1:25PM
  • Jayman1000
    Jayman1000
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    Imo I think there should, in addition to just keeping the current system, be created a central game managed trader (such that you wouldn't require to join a guild to use it), that were limited to 5 listings/sales per week, but there should be only a house cut(still 15%), but no listing fee. And there should not be any wayshrine close by, so you would have to travel for some time across the land to get there. And you would have to fight some tougher mobs to get there, or do some difficulty sneaking to get in, and if you didn't die you would get a 3% discount on the house cut for a few hours (which would be revoked if you died in the area within those hours). It could be made so that you needed to earn some reputation with that trader to be allowed in; possibly require doing a weekly quest also.
    Edited by Jayman1000 on February 12, 2018 11:59PM
  • TrinityWells
    TrinityWells
    Soul Shriven
    "There are now many more guilds than there are traders and spots are venomously fought for."

    Indeed, all good thoughts worth saying. Relatively complex for ESO/Zenimax to implement tho. As a much smaller but easy step, please also consider:

    https://forums.elderscrollsonline.com/en/discussion/396247/guild-traders-simple-way-eso-could-make-the-existing-ones-cheaper-and-more-available/
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