Gandrhulf_Harbard wrote: »^ Someone gets it.sylviermoone wrote: »Of course, the biggest issue overall is the lack of access to the economy for the vast majority of players and the burden the system places on buyers. If we presume that there are 9 MILLION players of ESO, and that those players are spread evenly across the platforms (I know they aren't, but for the sake of illustration...) that's 2.25 million players per platform. Currently, there is something like 218 kiosks per server, not including Cyrodiil keeps. If we presume NO player overlap (which again, is not the case), that means only 109,000 players can access the economy on any given week through the purchase of a guild trader. OUT OF OVER 2 MILLION.
I was roundly condemned as a liar for pointing this out 3 years ago.
Gandrhulf_Harbard wrote: »sylviermoone wrote: »Of course, the biggest issue overall is the lack of access to the economy for the vast majority of players and the burden the system places on buyers. If we presume that there are 9 MILLION players of ESO, and that those players are spread evenly across the platforms (I know they aren't, but for the sake of illustration...) that's 2.25 million players per platform. Currently, there is something like 218 kiosks per server, not including Cyrodiil keeps. If we presume NO player overlap (which again, is not the case), that means only 109,000 players can access the economy on any given week through the purchase of a guild trader. OUT OF OVER 2 MILLION.
^ Someone gets it.
I was roundly condemned as a liar for pointing this out 3 years ago.
All The Best
sylviermoone wrote: »Apologize in advance for the wall of text to come....
Each week, hundreds of millions of gold is removed from circulation via kiosk bids. Altering the way the economy functions without introducing a new mechanism to sink this amount of gold would be unwise for the overall health of the game economy.
VaranisArano wrote: »And that's not getting into the benefits ZOS gets from limiting participation, since we've seen them have issues on PC with Guild History when more players get added to the system. With 109,000 players able to list 30 items each, that caps ESO's trading system at around 3,270,000 listings at any given time, spread out across the whole game. We don't know exactly how well ZOS would handle adding lots more capacity to the trading system, but their issues with Guild History driven by an increase in players joining trading guilds indicates that they aren't currently set up for adding lots more trading capacity to ESO without a major redesign in how the servers handle that data.
Gandrhulf_Harbard wrote: »Please don't try and tell me ZOS don't have the funds to fix this, of course they do, they just choose not to.
VaranisArano wrote: »3. The limited and decentralized trading system fits ZOS' intent for players acquiring items AND doesn't break their server with information demands.
anitajoneb17_ESO wrote: »Gandrhulf_Harbard wrote: »Please don't try and tell me ZOS don't have the funds to fix this, of course they do, they just choose not to.
Not *everything* comes down to money. ESO's performance issues are so blatant that if they could solve it with money (even a lot of it), I believe they would. The problem is somewhere else.
anitajoneb17_ESO wrote: »Gandrhulf_Harbard wrote: »^ Someone gets it.sylviermoone wrote: »Of course, the biggest issue overall is the lack of access to the economy for the vast majority of players and the burden the system places on buyers. If we presume that there are 9 MILLION players of ESO, and that those players are spread evenly across the platforms (I know they aren't, but for the sake of illustration...) that's 2.25 million players per platform. Currently, there is something like 218 kiosks per server, not including Cyrodiil keeps. If we presume NO player overlap (which again, is not the case), that means only 109,000 players can access the economy on any given week through the purchase of a guild trader. OUT OF OVER 2 MILLION.
I was roundly condemned as a liar for pointing this out 3 years ago.
It's just that the sentence "ONLY 109K players can access the economy through a guild trader" is a vast exaggeration. People not in trading guilds sell in trading guilds via their friends all the time. When they don't want to join a trading guild but have stuff to sell, they sell it to me and I sell it for them (usually with no profit) in my guild store. Simple, quick, easy. People do it all the time.
The trading system, like most systems in ESO, is pushing players towards socializing (because social bonds is what ultimately keeps players in the game). It's positive.
Dusk_Coven wrote: »So... from an admittedly layman's perspective, I'd say server issues shouldn't be a problem?
(Tens of thousands of players using third-party addons requesting data from the server is a different problem, one that doesn't happen in SWTOR)
Gandrhulf_Harbard wrote: »anitajoneb17_ESO wrote: »Gandrhulf_Harbard wrote: »Please don't try and tell me ZOS don't have the funds to fix this, of course they do, they just choose not to.
Not *everything* comes down to money. ESO's performance issues are so blatant that if they could solve it with money (even a lot of it), I believe they would. The problem is somewhere else.
Name one thing that it could be that can't be fixed by money.
All The Best
anitajoneb17_ESO wrote: »When they don't want to join a trading guild but have stuff to sell, they sell it to me and I sell it for them (usually with no profit) in my guild store. Simple, quick, easy. People do it all the time.
anitajoneb17_ESO wrote: »Gandrhulf_Harbard wrote: »anitajoneb17_ESO wrote: »Gandrhulf_Harbard wrote: »Please don't try and tell me ZOS don't have the funds to fix this, of course they do, they just choose not to.
Not *everything* comes down to money. ESO's performance issues are so blatant that if they could solve it with money (even a lot of it), I believe they would. The problem is somewhere else.
Name one thing that it could be that can't be fixed by money.
All The Best
Ask the Beatles :-) Can't buy me love !
Just from the top of my head : Uncurable diseases, resurrection after death, travel to Mars (as of today), the current US presidency, infertility, climate change, anti personnel landmines, mosquito infestation, etc.
Not sayin' all of these problems are without any solution, but none of them are fixable with money alone.
sylviermoone wrote: »218 kiosks * 500 members = 109,000 players that have access to list their items directly in a guild store. If someone is selling an item to you to sell in a guild store on their behalf, they aren't exactly accessing a guild store, now are they?
sylviermoone wrote: »Less than 1% of the nine million players of ESO have regular access to a guild trader. That is a huge problem.
Dusk_Coven wrote: »VaranisArano wrote: »3. The limited and decentralized trading system fits ZOS' intent for players acquiring items AND doesn't break their server with information demands.
Can someone with a specialized background comment on the "break the server" part?
SWTOR has a global auction house. Players can have literally dozens, if not scores of alts. You can bet serious traders there will, because EACH alt can have up to 100 sales slots.
On top of this, there is zero risk to throwing up a lot of items for sale because the listing time is maximum 3 days AND you get your fee back if the item expires.
I've never really experienced a huge lag when searching their Galactic Trade Network, even when the search returns hundreds of items and I immediately click to sort by unit price.
So... from an admittedly layman's perspective, I'd say server issues shouldn't be a problem?
(Tens of thousands of players using third-party addons requesting data from the server is a different problem, one that doesn't happen in SWTOR)
anitajoneb17_ESO wrote: »Moreover, should they want to access a guild store : all trading guilds are recruiting nearly 100% of the time !
Gandrhulf_Harbard wrote: »Oh very funny.
I assume you respond this way because you know you can't name one thing on the issue of poor performance within ESO that can't be fixed with more money.
anitajoneb17_ESO wrote: »Gandrhulf_Harbard wrote: »Oh very funny.
I assume you respond this way because you know you can't name one thing on the issue of poor performance within ESO that can't be fixed with more money.
I'm no IT engineer. But I'm educated enough in IT to know that all performance issues are not solvable by simply throwing more hardware at them. I am admittedly not educated enough in those fields to get into details...
Now if you're suggesting that ZOS should be hiring 100+ IT researchers to solve their server issues... well, maybe that would do the trick... or maybe 1000... which in the end comes down to money... but come on... :-)
sylviermoone wrote: »If we presume NO player overlap (which again, is not the case), that means only 109,000 players can access the economy on any given week through the purchase of a guild trader. OUT OF OVER 2 MILLION.
Dusk_Coven wrote: »anitajoneb17_ESO wrote: »When they don't want to join a trading guild but have stuff to sell, they sell it to me and I sell it for them (usually with no profit) in my guild store. Simple, quick, easy. People do it all the time.
Can you elaborate on how this strategy is executed? I have never heard of anyone doing it nor recommending it to me.
Do they firesale it to you and you in turn firesale in the Guild Store with at least enough markup to cover the fees? And how do you keep your 30-150 sales slots clear, or do you have a strict limit on how many sales slots you devote to doing this favour?
Gandrhulf_Harbard wrote: »So you are admitting you can't answer my question.
Gandrhulf_Harbard wrote: »anitajoneb17_ESO wrote: »Moreover, should they want to access a guild store : all trading guilds are recruiting nearly 100% of the time !
And that in an of itself is indicative that there is a massive problem with the current system.
Why are they recruiting 100% of the time?
Every reason you give why the system is "working fine" is, to someone with no vested interest in maintaining the status quo, a glaring example of yet another thing wrong with the current system.
But, as they say, there's none so blind as those who refuse to look.
All The Best
VaranisArano wrote: »Gandrhulf_Harbard wrote: »anitajoneb17_ESO wrote: »Moreover, should they want to access a guild store : all trading guilds are recruiting nearly 100% of the time !
And that in an of itself is indicative that there is a massive problem with the current system.
Why are they recruiting 100% of the time?
Every reason you give why the system is "working fine" is, to someone with no vested interest in maintaining the status quo, a glaring example of yet another thing wrong with the current system.
But, as they say, there's none so blind as those who refuse to look.
All The Best
Don't go creating a Catch 22 where if trading guilds are full there must be a massive unmet demand for spots in guilds but if guilds are constantly recruiting there's some massive problem with the system.
Guilds recruit because they want active traders in order to fill their store and make their trader bids. Now, "active trader" varies from guild to guild. I've been in one trading guild that had no requirements beyond logging in every two weeks. Another one with higher requirements gave new members a grace period of a month and then started kicking. My most consistent guild in terms of sales had a sales requirement of 5k or 1k raffle ticket every week, which is not hard at all for any active player to do.
In my experience, most turnover was due to two factors.
1. Inactivity. If you aren't logging in or you aren't selling over a period of time, most trading guilds aren't going to keep dead weight around.
2. Not meeting clearly stated minimums. I'm a firm believer in joining guilds that suit your playstyle and I've never had an issue finding a guild with low requirements and a consistent trader.
So IME on PC/NA, moderate to lightly active players who actually want to trade can find and keep spots in trading guilds.
Players who join and then don't stay active or don't sell or don't contribute to the guild are the ones who get kicked, creating turnover for new players to join.
anitajoneb17_ESO wrote: »Gandrhulf_Harbard wrote: »So you are admitting you can't answer my question.
I'm admitting that I trust ZOS when they say that the problem can't be reduced to hardware and they can't solve it with hardware alone.
Gandrhulf_Harbard wrote: »VaranisArano wrote: »Gandrhulf_Harbard wrote: »anitajoneb17_ESO wrote: »Moreover, should they want to access a guild store : all trading guilds are recruiting nearly 100% of the time !
And that in an of itself is indicative that there is a massive problem with the current system.
Why are they recruiting 100% of the time?
Every reason you give why the system is "working fine" is, to someone with no vested interest in maintaining the status quo, a glaring example of yet another thing wrong with the current system.
But, as they say, there's none so blind as those who refuse to look.
All The Best
Don't go creating a Catch 22 where if trading guilds are full there must be a massive unmet demand for spots in guilds but if guilds are constantly recruiting there's some massive problem with the system.
Guilds recruit because they want active traders in order to fill their store and make their trader bids. Now, "active trader" varies from guild to guild. I've been in one trading guild that had no requirements beyond logging in every two weeks. Another one with higher requirements gave new members a grace period of a month and then started kicking. My most consistent guild in terms of sales had a sales requirement of 5k or 1k raffle ticket every week, which is not hard at all for any active player to do.
In my experience, most turnover was due to two factors.
1. Inactivity. If you aren't logging in or you aren't selling over a period of time, most trading guilds aren't going to keep dead weight around.
2. Not meeting clearly stated minimums. I'm a firm believer in joining guilds that suit your playstyle and I've never had an issue finding a guild with low requirements and a consistent trader.
So IME on PC/NA, moderate to lightly active players who actually want to trade can find and keep spots in trading guilds.
Players who join and then don't stay active or don't sell or don't contribute to the guild are the ones who get kicked, creating turnover for new players to join.
So we are looking at two varieties of inactivity here?
Not active at all.
Not active enough to meet minimum sales targets.
Guilds need active traders. Why?
Because it is bloody expensive to get a kiosk. Why?
Not enough kiosks in viable locations!
The constant turnover of players in trade guilds is therefore indicative of a deep seated problem with the financial viability of trade kiosks.
It isn't rocket science to figure this out, just basic logic and reasoning unclouded by a vested interest in maintaining the current system.
To solve any problem one must first be prepared to look at what it really is, dispassionately.
That is what I am doing.
The problem here isn't the number of bids required to secure a kiosk.
The problem is that even running at capacity, assuming no player overlaps, there's only enough Kiosks for 10% of the player population.
Factor in financially viable kiosks, and its even lower.
Anyone not able to see that as the BIGGEST problem is not a part of the solution, they are part of the problem.
All The Best
I totally agree that citing percentages of the total player base - many of whom are barely active in the game at all, let alone want to trade - isn't really a great way of determining if the guild trader system is at capacity.VaranisArano wrote: »But if active players who want to trade have enough capacity to do so by joining existing trading guilds, there's no reason for ZOS to expand capacity for inactive players
silvereyes wrote: »I totally agree that citing percentages of the total player base - many of whom are barely active in the game at all, let alone want to trade - isn't really a great way of determining if the guild trader system is at capacity.VaranisArano wrote: »But if active players who want to trade have enough capacity to do so by joining existing trading guilds, there's no reason for ZOS to expand capacity for inactive players
However, we don't really need to make wild guesses about whether there is a supply problem for the current trader demand. All we need to do is look at bid prices.
Whether people believe GM's claims about high bid prices or not, ZOS_PhilipDraven, one of the few authorities who has access to all bid price data, has said that enough of them are "exorbitant" to warrant ZOS investing development resources into trying to tackle the problem.
Unfortunately, multi-bidding doesn't really solve the supply issue or bid price issue. Nor does it solve all the bad behaviors unique to console (multiple alt accounts).
Gandrhulf_Harbard wrote: »Moreover, should they want to access a guild store : all trading guilds are recruiting nearly 100% of the time !