VaranisArano wrote: »It does get a little old being told that items aren't farmable when I do it all the time, though.
You can also get alchemy satchels from farming Telvar in IC and from unlocking the Shadowy Supplier in the DB questline. Do that on each character and you can literally login, receive another 'daily reward' and log back out. Alchemy surveys are another alternative, effectively trading one set of mats for another. I haven't done the math in a while to know if the cost is worth the reward or not on those. I also don't know if the double harvest CP affects the surveys (I would assume not).VaranisArano wrote: »Uh...you farm Alchemy reagents by running around the zones picking them up. If you need flowers, the Hollow City is fantastic for it. That's my preferred farming ground for cornflower.
Thankyou for clarifying, @Sylvermynx !Sylvermynx wrote: »@Merlin13KAGL - the % chance to harvest does affect surveys - the most you can get is a +50% chance for double. I have one account with nearly 900 CP, and the main on that account is the only one who has that perked at 50% so far. She normally gets more than 3 of 6 doubles in rubedite ore and ruby ash, and usually only a couple in platinum, with clothier surveys quite often providing only 1 double, but most of the time none. Pretty weird....
PrimusTiberius wrote: »I like the current system and don't mind the running around looking for a good deal on an item, it just takes time. The only thing I would like to see changed, is adding additional guild traders, add a few more traders around those single traders that are near wayshrines, add a few more around the capitol cities and lower the guild qualifications to obtain a trader to 30 instead of 50. This would give more guilds an opportunity to get a trader and bring in more opportunities to get a great deal.
VaranisArano wrote: »PrimusTiberius wrote: »I like the current system and don't mind the running around looking for a good deal on an item, it just takes time. The only thing I would like to see changed, is adding additional guild traders, add a few more traders around those single traders that are near wayshrines, add a few more around the capitol cities and lower the guild qualifications to obtain a trader to 30 instead of 50. This would give more guilds an opportunity to get a trader and bring in more opportunities to get a great deal.
Are 30 players going to sell enough to fill those guild traders for a week? A pretty empty trader doesn't attract many buyers.
VaranisArano wrote: »PrimusTiberius wrote: »I like the current system and don't mind the running around looking for a good deal on an item, it just takes time. The only thing I would like to see changed, is adding additional guild traders, add a few more traders around those single traders that are near wayshrines, add a few more around the capitol cities and lower the guild qualifications to obtain a trader to 30 instead of 50. This would give more guilds an opportunity to get a trader and bring in more opportunities to get a great deal.
Are 30 players going to sell enough to fill those guild traders for a week? A pretty empty trader doesn't attract many buyers.
PizzaCat82 wrote: »The more I think about it the more I've concluded that this is not as much a game design choice but rather a technical limitation. Therefore I don't think a central auction house is possible.
That being said, there's solutions that could work:
1. Create an official TTC like interface for the game and tie it into a web page, which you can visit in the game world if needed. That would tell you where things are, and where to get them, and what they sell for. Everything TTC does, but for all systems.
2. Let Outlaw refuge guild traders allow 10 places (everyone only gets 10, and they take away from slots in regular traders for those thinking to use both guild less and guild) for guildless trading but with a higher % cut (not listing fee) than regular guild traders. That way people who don't want to sell in the main traders can use these without too much of a handicap, but using a guild trader would obviously be better for several reasons.
PrimusTiberius wrote: »VaranisArano wrote: »PrimusTiberius wrote: »I like the current system and don't mind the running around looking for a good deal on an item, it just takes time. The only thing I would like to see changed, is adding additional guild traders, add a few more traders around those single traders that are near wayshrines, add a few more around the capitol cities and lower the guild qualifications to obtain a trader to 30 instead of 50. This would give more guilds an opportunity to get a trader and bring in more opportunities to get a great deal.
Are 30 players going to sell enough to fill those guild traders for a week? A pretty empty trader doesn't attract many buyers.
Not in capitol cities, no. But if you follow what I'm suggesting, adding a couple more traders next to the single traders near the wayshrines, would give the smaller guilds an opportunity to sell their wares, making it more attractive to players looking for items, meanwhile the larger trading guilds would still be competing for traders in capitol cities, again adding a few more traders in capitol cities, adds more competition with a potential for better cost on items.
Big trading guilds like to boast about their capitol traders, with that comes higher cost for those who don't shop around and it restrict players who can't afford (or don't want to pay) guild fees. I think many would agree that something needs to improve with trading system here and accessibility to more items would be a step in the right direction. Many who suggest a central auction hall is better (which I'm against) because they don't belong to a large guild that has a trader (for reasons of their own), so let the smaller guilds have a smaller area to sell their stuff.
This would also make the smaller guilds more attractable to players looking for a guild that has a trader, giving the potential for smaller guilds to grow, if that's their desire or some players just like belonging to small, low population guilds, so give them a chance to obtain a trader in a low population area...at least in an area where there's more than just one trader...whats the harm in that?
Big trading guilds don't want a change because they think it will affect their bottom line and we all know that's a fact
Cheers,
VaranisArano wrote: »PrimusTiberius wrote: »VaranisArano wrote: »PrimusTiberius wrote: »I like the current system and don't mind the running around looking for a good deal on an item, it just takes time. The only thing I would like to see changed, is adding additional guild traders, add a few more traders around those single traders that are near wayshrines, add a few more around the capitol cities and lower the guild qualifications to obtain a trader to 30 instead of 50. This would give more guilds an opportunity to get a trader and bring in more opportunities to get a great deal.
Are 30 players going to sell enough to fill those guild traders for a week? A pretty empty trader doesn't attract many buyers.
Not in capitol cities, no. But if you follow what I'm suggesting, adding a couple more traders next to the single traders near the wayshrines, would give the smaller guilds an opportunity to sell their wares, making it more attractive to players looking for items, meanwhile the larger trading guilds would still be competing for traders in capitol cities, again adding a few more traders in capitol cities, adds more competition with a potential for better cost on items.
Big trading guilds like to boast about their capitol traders, with that comes higher cost for those who don't shop around and it restrict players who can't afford (or don't want to pay) guild fees. I think many would agree that something needs to improve with trading system here and accessibility to more items would be a step in the right direction. Many who suggest a central auction hall is better (which I'm against) because they don't belong to a large guild that has a trader (for reasons of their own), so let the smaller guilds have a smaller area to sell their stuff.
This would also make the smaller guilds more attractable to players looking for a guild that has a trader, giving the potential for smaller guilds to grow, if that's their desire or some players just like belonging to small, low population guilds, so give them a chance to obtain a trader in a low population area...at least in an area where there's more than just one trader...whats the harm in that?
Big trading guilds don't want a change because they think it will affect their bottom line and we all know that's a fact
Cheers,
My point was that even in the small out-of-the-way traders at far-flung wayshrines or Outlaws Refuge, requiring fifty people gives them a decent shot have having a reasonable amount of goods to sell to the public.
Consider it mathematically, if you will. Each member can list a maximum of 30 items at once, right?
A 30-member guild: 900 items, max.
A 50-member guild: 1500 items, max.
A 500-member guild: 15,000 items, max.
Since we can guess that a 30-member guild will likely not keep all 900 slots fully stocked (because most 500-member guilds don't either), does it really make since to make sense to make public guild traders available to people who can't possibly list even a thousand items at once?
I'd be fine with giving 30-member guilds access to the private guild-only store. That gives them access to some sales.
I just don't think it makes sense to give 30-member guilds access to a public spot when they can't possibly list many items. Let the small 50-member guilds have more public trader spots to compete for.