VaranisArano wrote: »VaranisArano wrote: »SWTOR is down to two servers for NA.
GTN is the AH there. Prices are so high, a new player could never buy anything on it. I was shocked when I saw how expensive everything is on it. Nothing remotely affordable for a returning player who had 5 million credits.
I've been able to buy new races on GTN in the past, no where near the cost of one today. I ended up using the cartel coins I had because 600 of those was easier and faster to get, even in game than making 300 million credits.
This is what will happen if you put everything in a central location aka the AH. Prices will go through the roof and stay there.
Also like to add, prices were lower on GTN when SWTOR had PvE servers, PvP servers, and RP servers, meaning more than two they have today.
Part of the issue, though, with the present guild trader setup is that they are GUILD traders. Even just allowing non guild member players to access the traders to sell, or creating standalone traders at various locations specifically for non-guild member traders to sell in, with limitations so that guild fans would not cry blue murder, would help.
There is a fixed subset of the player base *who will not join a guild*. That is a red line for them, whether you agree with it or not. And those players, apart from spamming zone chat (which as a solution is simply a joke) *can't sell anything*. So they can't keep pace with inflation in the player economy.
To some extent, it wouldn't matter if all prices started hitting the tens of millions *if all players had an equal ability to plug themselves into the player economy and so could keep pace with inflation*.
If players refuse to join a guild, they can always farm the items themselves. Everything that's available on a guild trader can be farmed.
The only real benefit to trading is that you can focus on the gold-making activities you like so you can buy tradeable rewards from activities you don't like. I'd rather farm crafting mats than hunt for particular motifs, while other players prefer to hunt motifs so they don't have to farm their cornflower. Together, we make gold off trading each other what we want. It's convenient, not necessity. I could spend my time farming motifs. They could spend their time farming cornflower.
Being a player who *will not join a guild* is a choice.
Indeed it is a choice. That doesn't actually add much to the debate. A subset of players do not want to play that way. It is also not realistic to say, if for instance you do housing, that you can farm everything. You can, but filling 700 slots by crafting would take you several years, so it just looks like being forcibly pushed to the crown store.
Not everyone plays this game the same way and likes the same things in it. And systems that may seem balanced to a player with X tastes may feel wildly unbalanced to a player with Y tastes. If the feel goes sufficiently out of line with what players find enjoyable to play, then they just leave.
"The game is fine you're playing it wrong", strangely, was not an argument deployed in abundance here over AWA, which was a subject that DID touch a nerve with the types of player on this forum. Other types of players also exist, to whom other game systems are problematic.
I don't think the argument that all players don't have the equal ability to plug themselves into the economy and thus can't keep pace with inflation is accurate. Every player who wants to can find a trading guild to join; refusing to is not the same as lacking the ability to do so.
Moreover when it comes to keeping pace with inflation, all players either spend their time farming the items they want or the gold to buy them.
Even players who refuse to join guilds can farm the items they want. There's no inflation to keep pace with when it comes to farming your own housing mats. I farm mats to sell, but I'm still collecting about the same amount of mats in the same amount of time as I was years ago. You may not be able to keep pace with gold inflation if you refuse to sell to other players, but you can still get every tradeable item for the same amount of time spent farming as ever thus avoiding the whole gold inflation issue!
Farming your own items may not be the alternative you like, but it's a viable method - after all, that's exactly what the sellers are doing. That's how we make our gold.
(And if you feel like farming takes too much time and thus you are pushed to the Crown Store to get items in a timely fashion, that's a feature of the way ZOS monetizes Housing. MMOs are time sinks to begin with, and Housing is a very monetized time sink.)
You can ask for an Auction House all you like. I'm not gonna convince you otherwise.
I do think that players refusing to engage in ESO's trading system, then complaining that they neither want to farm items for themselves nor have the gold to purchase from the players who did farm, is a self-inflicted problem rather than a pervasive one.
Well I left the game, so you're right that I don't agree with you.
But the farming point too often here gets cast as players being lazy, or met with surreal points like "all you need to do is run 18 characters and play the game 5 hours per day", as if that's remotely normal. (It's because of points like those that I will on occasion remind people that the habits of players here are often very far removed from the average player.)
Housing is one of the most imbalanced areas of the game. And you could farm a hell of a long time and still get absolutely nowhere. It's not laziness (whatever that means in the context of an electronic entertainment). It's that when you can only get one ivory clasp or whatever per day without literally running a fully populated zoo of characters, you are going to want to get into the player economy.
Much of the problem with these discussions is that they get played out in isolation. So people look at whether they want an auction house / store / whatever.
But it's hard to discuss the point without looking also at how guild traders connect with things like housing and the crown store. Add them all together and take solo players and you have a system that is a truly offensive grind to play, with the only escape the crown store.
VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »SWTOR is down to two servers for NA.
GTN is the AH there. Prices are so high, a new player could never buy anything on it. I was shocked when I saw how expensive everything is on it. Nothing remotely affordable for a returning player who had 5 million credits.
I've been able to buy new races on GTN in the past, no where near the cost of one today. I ended up using the cartel coins I had because 600 of those was easier and faster to get, even in game than making 300 million credits.
This is what will happen if you put everything in a central location aka the AH. Prices will go through the roof and stay there.
Also like to add, prices were lower on GTN when SWTOR had PvE servers, PvP servers, and RP servers, meaning more than two they have today.
Part of the issue, though, with the present guild trader setup is that they are GUILD traders. Even just allowing non guild member players to access the traders to sell, or creating standalone traders at various locations specifically for non-guild member traders to sell in, with limitations so that guild fans would not cry blue murder, would help.
There is a fixed subset of the player base *who will not join a guild*. That is a red line for them, whether you agree with it or not. And those players, apart from spamming zone chat (which as a solution is simply a joke) *can't sell anything*. So they can't keep pace with inflation in the player economy.
To some extent, it wouldn't matter if all prices started hitting the tens of millions *if all players had an equal ability to plug themselves into the player economy and so could keep pace with inflation*.
If players refuse to join a guild, they can always farm the items themselves. Everything that's available on a guild trader can be farmed.
The only real benefit to trading is that you can focus on the gold-making activities you like so you can buy tradeable rewards from activities you don't like. I'd rather farm crafting mats than hunt for particular motifs, while other players prefer to hunt motifs so they don't have to farm their cornflower. Together, we make gold off trading each other what we want. It's convenient, not necessity. I could spend my time farming motifs. They could spend their time farming cornflower.
Being a player who *will not join a guild* is a choice.
Indeed it is a choice. That doesn't actually add much to the debate. A subset of players do not want to play that way. It is also not realistic to say, if for instance you do housing, that you can farm everything. You can, but filling 700 slots by crafting would take you several years, so it just looks like being forcibly pushed to the crown store.
Not everyone plays this game the same way and likes the same things in it. And systems that may seem balanced to a player with X tastes may feel wildly unbalanced to a player with Y tastes. If the feel goes sufficiently out of line with what players find enjoyable to play, then they just leave.
"The game is fine you're playing it wrong", strangely, was not an argument deployed in abundance here over AWA, which was a subject that DID touch a nerve with the types of player on this forum. Other types of players also exist, to whom other game systems are problematic.
I don't think the argument that all players don't have the equal ability to plug themselves into the economy and thus can't keep pace with inflation is accurate. Every player who wants to can find a trading guild to join; refusing to is not the same as lacking the ability to do so.
Moreover when it comes to keeping pace with inflation, all players either spend their time farming the items they want or the gold to buy them.
Even players who refuse to join guilds can farm the items they want. There's no inflation to keep pace with when it comes to farming your own housing mats. I farm mats to sell, but I'm still collecting about the same amount of mats in the same amount of time as I was years ago. You may not be able to keep pace with gold inflation if you refuse to sell to other players, but you can still get every tradeable item for the same amount of time spent farming as ever thus avoiding the whole gold inflation issue!
Farming your own items may not be the alternative you like, but it's a viable method - after all, that's exactly what the sellers are doing. That's how we make our gold.
(And if you feel like farming takes too much time and thus you are pushed to the Crown Store to get items in a timely fashion, that's a feature of the way ZOS monetizes Housing. MMOs are time sinks to begin with, and Housing is a very monetized time sink.)
You can ask for an Auction House all you like. I'm not gonna convince you otherwise.
I do think that players refusing to engage in ESO's trading system, then complaining that they neither want to farm items for themselves nor have the gold to purchase from the players who did farm, is a self-inflicted problem rather than a pervasive one.
Well I left the game, so you're right that I don't agree with you.
But the farming point too often here gets cast as players being lazy, or met with surreal points like "all you need to do is run 18 characters and play the game 5 hours per day", as if that's remotely normal. (It's because of points like those that I will on occasion remind people that the habits of players here are often very far removed from the average player.)
Housing is one of the most imbalanced areas of the game. And you could farm a hell of a long time and still get absolutely nowhere. It's not laziness (whatever that means in the context of an electronic entertainment). It's that when you can only get one ivory clasp or whatever per day without literally running a fully populated zoo of characters, you are going to want to get into the player economy.
Much of the problem with these discussions is that they get played out in isolation. So people look at whether they want an auction house / store / whatever.
But it's hard to discuss the point without looking also at how guild traders connect with things like housing and the crown store. Add them all together and take solo players and you have a system that is a truly offensive grind to play, with the only escape the crown store.
Sure, the farming point can be cast as players being lazy. Personally, I figure that when players complain about the price of cornflower or heartwood (examples taken from the last inflation threads I participated in), the least they can do is spend some time farming their own materials if they don't want to pay me to farm the materials for them.
I mean, I'm running around Craglorn and the Hollow City chopping wood and picking flowers. They can do the exact same thing. Are they lazy if they don't want to spend their time farming? No, but I also don't want to hear them complaining about my prices.
As I noted, housing is very monetized, and that includes some ridiculous grinds for furnishing recipes and ingredients. Even from the beginning, ZOS wanted it to be a lengthy process. That's a deliberate choice by ZOS.
But I see your point about discussing this in isolation, rather than examining how the guild trader economy is connected to all the other game systems. I think there's more than one aspect to isolation though.
I'm not an isolated, solo player; I'm currently in one trading guild that meets my modest needs and I'll farm for an hour when I need more gold for something I want. Last time I tracked my Craglorn loops before the current inflation spike, it was around 100k gold in sales for an hour run, so I'm not spending unreasonable amounts of time farming. So I'm able to furnish my houses over time because I'm willing to farm materials to sell, which allows me to buy the rarer furnishings I want without doing the really time-intensive grinds or buying non-exclusives from the Crown Stores.
Players who isolate themselves by refusing to engage in ESO's trading system are going to have a tougher time with time-intensive activities than players who don't...because they've isolated themselves and are refusing to join guilds.
I dunno. I'm an introverted player who's had good luck finding low maintenance trading guilds. So maybe I don't understand the appeal of isolating oneself from the guild trader economy, and then complaining about the inevitable results.
I also don't think it's very productive to say that "MMOs are time sinks" as a reason for never changing anything. Yes they are. But at a certain point if that becomes so devoid of entertainment value that there's no point playing them, then the balance has gone wrong. They're games; you're supposed to get something back from the time sink. And indeed, if you're a housing player so at the bare minimum paying for ESO+ (if you haven't also spent pretty staggering sums on houses themselves), from your money.
VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »SWTOR is down to two servers for NA.
GTN is the AH there. Prices are so high, a new player could never buy anything on it. I was shocked when I saw how expensive everything is on it. Nothing remotely affordable for a returning player who had 5 million credits.
I've been able to buy new races on GTN in the past, no where near the cost of one today. I ended up using the cartel coins I had because 600 of those was easier and faster to get, even in game than making 300 million credits.
This is what will happen if you put everything in a central location aka the AH. Prices will go through the roof and stay there.
Also like to add, prices were lower on GTN when SWTOR had PvE servers, PvP servers, and RP servers, meaning more than two they have today.
Part of the issue, though, with the present guild trader setup is that they are GUILD traders. Even just allowing non guild member players to access the traders to sell, or creating standalone traders at various locations specifically for non-guild member traders to sell in, with limitations so that guild fans would not cry blue murder, would help.
There is a fixed subset of the player base *who will not join a guild*. That is a red line for them, whether you agree with it or not. And those players, apart from spamming zone chat (which as a solution is simply a joke) *can't sell anything*. So they can't keep pace with inflation in the player economy.
To some extent, it wouldn't matter if all prices started hitting the tens of millions *if all players had an equal ability to plug themselves into the player economy and so could keep pace with inflation*.
If players refuse to join a guild, they can always farm the items themselves. Everything that's available on a guild trader can be farmed.
The only real benefit to trading is that you can focus on the gold-making activities you like so you can buy tradeable rewards from activities you don't like. I'd rather farm crafting mats than hunt for particular motifs, while other players prefer to hunt motifs so they don't have to farm their cornflower. Together, we make gold off trading each other what we want. It's convenient, not necessity. I could spend my time farming motifs. They could spend their time farming cornflower.
Being a player who *will not join a guild* is a choice.
Indeed it is a choice. That doesn't actually add much to the debate. A subset of players do not want to play that way. It is also not realistic to say, if for instance you do housing, that you can farm everything. You can, but filling 700 slots by crafting would take you several years, so it just looks like being forcibly pushed to the crown store.
Not everyone plays this game the same way and likes the same things in it. And systems that may seem balanced to a player with X tastes may feel wildly unbalanced to a player with Y tastes. If the feel goes sufficiently out of line with what players find enjoyable to play, then they just leave.
"The game is fine you're playing it wrong", strangely, was not an argument deployed in abundance here over AWA, which was a subject that DID touch a nerve with the types of player on this forum. Other types of players also exist, to whom other game systems are problematic.
I don't think the argument that all players don't have the equal ability to plug themselves into the economy and thus can't keep pace with inflation is accurate. Every player who wants to can find a trading guild to join; refusing to is not the same as lacking the ability to do so.
Moreover when it comes to keeping pace with inflation, all players either spend their time farming the items they want or the gold to buy them.
Even players who refuse to join guilds can farm the items they want. There's no inflation to keep pace with when it comes to farming your own housing mats. I farm mats to sell, but I'm still collecting about the same amount of mats in the same amount of time as I was years ago. You may not be able to keep pace with gold inflation if you refuse to sell to other players, but you can still get every tradeable item for the same amount of time spent farming as ever thus avoiding the whole gold inflation issue!
Farming your own items may not be the alternative you like, but it's a viable method - after all, that's exactly what the sellers are doing. That's how we make our gold.
(And if you feel like farming takes too much time and thus you are pushed to the Crown Store to get items in a timely fashion, that's a feature of the way ZOS monetizes Housing. MMOs are time sinks to begin with, and Housing is a very monetized time sink.)
You can ask for an Auction House all you like. I'm not gonna convince you otherwise.
I do think that players refusing to engage in ESO's trading system, then complaining that they neither want to farm items for themselves nor have the gold to purchase from the players who did farm, is a self-inflicted problem rather than a pervasive one.
Well I left the game, so you're right that I don't agree with you.
But the farming point too often here gets cast as players being lazy, or met with surreal points like "all you need to do is run 18 characters and play the game 5 hours per day", as if that's remotely normal. (It's because of points like those that I will on occasion remind people that the habits of players here are often very far removed from the average player.)
Housing is one of the most imbalanced areas of the game. And you could farm a hell of a long time and still get absolutely nowhere. It's not laziness (whatever that means in the context of an electronic entertainment). It's that when you can only get one ivory clasp or whatever per day without literally running a fully populated zoo of characters, you are going to want to get into the player economy.
Much of the problem with these discussions is that they get played out in isolation. So people look at whether they want an auction house / store / whatever.
But it's hard to discuss the point without looking also at how guild traders connect with things like housing and the crown store. Add them all together and take solo players and you have a system that is a truly offensive grind to play, with the only escape the crown store.
Sure, the farming point can be cast as players being lazy. Personally, I figure that when players complain about the price of cornflower or heartwood (examples taken from the last inflation threads I participated in), the least they can do is spend some time farming their own materials if they don't want to pay me to farm the materials for them.
I mean, I'm running around Craglorn and the Hollow City chopping wood and picking flowers. They can do the exact same thing. Are they lazy if they don't want to spend their time farming? No, but I also don't want to hear them complaining about my prices.
As I noted, housing is very monetized, and that includes some ridiculous grinds for furnishing recipes and ingredients. Even from the beginning, ZOS wanted it to be a lengthy process. That's a deliberate choice by ZOS.
But I see your point about discussing this in isolation, rather than examining how the guild trader economy is connected to all the other game systems. I think there's more than one aspect to isolation though.
I'm not an isolated, solo player; I'm currently in one trading guild that meets my modest needs and I'll farm for an hour when I need more gold for something I want. Last time I tracked my Craglorn loops before the current inflation spike, it was around 100k gold in sales for an hour run, so I'm not spending unreasonable amounts of time farming. So I'm able to furnish my houses over time because I'm willing to farm materials to sell, which allows me to buy the rarer furnishings I want without doing the really time-intensive grinds or buying non-exclusives from the Crown Stores.
Players who isolate themselves by refusing to engage in ESO's trading system are going to have a tougher time with time-intensive activities than players who don't...because they've isolated themselves and are refusing to join guilds.
I dunno. I'm an introverted player who's had good luck finding low maintenance trading guilds. So maybe I don't understand the appeal of isolating oneself from the guild trader economy, and then complaining about the inevitable results.
Well I think this is just it. Some players simply will not join guilds. It's not even a question of understanding it. That's where they are.
And such players are not unique to ESO -- far from it. But of the major MMOs around at the moment, I think, though I might be wrong, that ESO is the ONLY MMO that gates selling behind guild membership. (As I and others have said, spamming zone chat isn't really a credible answer to this.)
Which, given that it's the MMO that is most consciously marketed as solo player friendly, is one of the most baffling aspects of the game (I mean, half their player base at the outset must have been people just waiting for Elder Scrolls 6!).
VaranisArano wrote: »
I also don't think it's very productive to say that "MMOs are time sinks" as a reason for never changing anything. Yes they are. But at a certain point if that becomes so devoid of entertainment value that there's no point playing them, then the balance has gone wrong. They're games; you're supposed to get something back from the time sink. And indeed, if you're a housing player so at the bare minimum paying for ESO+ (if you haven't also spent pretty staggering sums on houses themselves), from your money.
You added this after I'd started my response, so I didn't want to ignore it completely.
MMOs are time sinks, and one of the aspects of monetization is so that players who don't want to spend the time will spend the money to skip it. That includes players for whom doing the grind is devoid of entertainment. ESO has lots of opportunities for "pay to skip the grind". Event tickets, Crown Store motifs, skill lines, skyshards...it's a feature of monetization, not a bug.
Please note I'm not saying it's a good thing for players. The monetization of player inconvenience is a bad thing for players who want this to be a game where they always have fun. So by all means, advocate for changes if you like.
I'm just saying that monetization is a good thing for ZOS' pocketbook, which makes it an uphill battle akin to Sisiphus'. Whether players use the Housing time sink to farm materials or simply pay upfront to avoid the worst grinds, Housing is really profitable for ZOS.
This is getting a little far afield of the guild trader debate though. Sorry.
redspecter23 wrote: »If it happens, I'd be fine with it, but understand the gold sink that is currently being tossed to trader bids each week would either have a massive inflation effect on the market or it would be incorporated into the new global auction with higher listing fees. One thing that tends to be forgotten about the current system is that it removes some amount of gold from the economy weekly that a global auction wouldn't do without some other gold sink added.
wolfie1.0. wrote: »No one is forced to use the guild traders to preform transactions, its just easier and safer to do it that way
You can avoid ALL trading if you wish and still play ESO just fine, as there are very few recurring in game activities that require a major gold investment that can't be avoided.
FlopsyPrince wrote: »wolfie1.0. wrote: »No one is forced to use the guild traders to preform transactions, its just easier and safer to do it that way
That is a meaningless argument used in favor of so many detrimental things in the game.You can avoid ALL trading if you wish and still play ESO just fine, as there are very few recurring in game activities that require a major gold investment that can't be avoided.
You cannot outfit a brand new CP160 character in an efficient fashion with non-crafted gear without using traders.
Technically the latter point may not be 100% true, but it is true for most of the cases and thus a valid statement. Most cannot farm everything they use.
The problem with the current system is both how hard it is to find what you need and to sell what you have. This is especially true on consoles, but even impacts those with addons on the PC. It is a truly horrible "hidden information" system that will probably be with us for the life of the game.
SWTOR is down to two servers for NA.
GTN is the AH there. Prices are so high, a new player could never buy anything on it. I was shocked when I saw how expensive everything is on it. Nothing remotely affordable for a returning player who had 5 million credits.
I've been able to buy new races on GTN in the past, no where near the cost of one today. I ended up using the cartel coins I had because 600 of those was easier and faster to get, even in game than making 300 million credits.
This is what will happen if you put everything in a central location aka the AH. Prices will go through the roof and stay there.
Also like to add, prices were lower on GTN when SWTOR had PvE servers, PvP servers, and RP servers, meaning more than two they have today.
Part of the issue, though, with the present guild trader setup is that they are GUILD traders. Even just allowing non guild member players to access the traders to sell, or creating standalone traders at various locations specifically for non-guild member traders to sell in, with limitations so that guild fans would not cry blue murder, would help.
There is a fixed subset of the player base *who will not join a guild*. That is a red line for them, whether you agree with it or not. And those players, apart from spamming zone chat (which as a solution is simply a joke) *can't sell anything*. So they can't keep pace with inflation in the player economy.
To some extent, it wouldn't matter if all prices started hitting the tens of millions *if all players had an equal ability to plug themselves into the player economy and so could keep pace with inflation*.
SWTOR is down to two servers for NA.
GTN is the AH there. Prices are so high, a new player could never buy anything on it. I was shocked when I saw how expensive everything is on it. Nothing remotely affordable for a returning player who had 5 million credits.
I've been able to buy new races on GTN in the past, no where near the cost of one today. I ended up using the cartel coins I had because 600 of those was easier and faster to get, even in game than making 300 million credits.
This is what will happen if you put everything in a central location aka the AH. Prices will go through the roof and stay there.
Also like to add, prices were lower on GTN when SWTOR had PvE servers, PvP servers, and RP servers, meaning more than two they have today.
Part of the issue, though, with the present guild trader setup is that they are GUILD traders. Even just allowing non guild member players to access the traders to sell, or creating standalone traders at various locations specifically for non-guild member traders to sell in, with limitations so that guild fans would not cry blue murder, would help.
There is a fixed subset of the player base *who will not join a guild*. That is a red line for them, whether you agree with it or not. And those players, apart from spamming zone chat (which as a solution is simply a joke) *can't sell anything*. So they can't keep pace with inflation in the player economy.
To some extent, it wouldn't matter if all prices started hitting the tens of millions *if all players had an equal ability to plug themselves into the player economy and so could keep pace with inflation*.
This is not an issue. I am in a social guild that often has a trader for cheap. I sell through that trader easily without having a guild that is specifically a trading guild. With five guilds there is plenty of space to have a guild that gets a trader. No reason not to.
SWTOR is down to two servers for NA.
GTN is the AH there. Prices are so high, a new player could never buy anything on it. I was shocked when I saw how expensive everything is on it. Nothing remotely affordable for a returning player who had 5 million credits.
I've been able to buy new races on GTN in the past, no where near the cost of one today. I ended up using the cartel coins I had because 600 of those was easier and faster to get, even in game than making 300 million credits.
This is what will happen if you put everything in a central location aka the AH. Prices will go through the roof and stay there.
Also like to add, prices were lower on GTN when SWTOR had PvE servers, PvP servers, and RP servers, meaning more than two they have today.
Part of the issue, though, with the present guild trader setup is that they are GUILD traders. Even just allowing non guild member players to access the traders to sell, or creating standalone traders at various locations specifically for non-guild member traders to sell in, with limitations so that guild fans would not cry blue murder, would help.
There is a fixed subset of the player base *who will not join a guild*. That is a red line for them, whether you agree with it or not. And those players, apart from spamming zone chat (which as a solution is simply a joke) *can't sell anything*. So they can't keep pace with inflation in the player economy.
To some extent, it wouldn't matter if all prices started hitting the tens of millions *if all players had an equal ability to plug themselves into the player economy and so could keep pace with inflation*.
This is not an issue. I am in a social guild that often has a trader for cheap. I sell through that trader easily without having a guild that is specifically a trading guild. With five guilds there is plenty of space to have a guild that gets a trader. No reason not to.
What do you mean "this is not an issue"? Players who will not join guilds are not an issue because you have joined guilds?
wenchmore420b14_ESO wrote: »
Coming to a Crown store soon your own personal trader set it up anywhere and your fill the slots and off you go.
proprio.meb16_ESO wrote: »
proprio.meb16_ESO wrote: »
:shhhh: There's this giant cartel, see, and everyone in the game who does any trading at all is actually part of it. The Illuminati ain't got *nothin* on the many many no dues/no fee/no sale requirement Super Secret Shadow Mega-Cartel. /sarcasm
No matter how many times its pointed out that many guilds who don't charge dues, fees or sales quotas and don't consider themselves "trading" guilds get a trader so many people have the opportunity to trade if they wish it is much easier for some people to insist there is a giant conspiracy/cartel that doesn't want the guild trader system to change. I belong to 5 guilds atm; 1 that is actually a "trading" guild-no fees/dues/sales, 4 that are social guilds-no fees/dues/sales. Three of those 4 have a trader. So that is 120 slots I could use if I was actually ambitious enough to do so. The one guild that doesn't have a trader doesn't want one because not too many members want to bother with trading; the guild store is enough. No gm tells me I have to list items at a certain price; no one will stop me if I list a chromium plating for 50 gold. Shouldn't "cartels" have a little more control over low-balling prices? I use MM to get ballpark prices, usually making my stuff a little lower than current rate to sell faster.
By the way, there are no signed in blood contracts that say "YOU MAY NEVER EVER EVER LEAVE THIS GUILD FOR ANY REASON, INCLUDING DEATH", so joining a guild or two that have traders, selling all the items you want to sell and then, [ready for this really shocking idea] dropping the guilds can be a thing. There are a lot of guilds with no dues or fees or sales requirements, use that to your advantage.
MasterSpatula wrote: »No, but something has to change. The outrageous prices of traders has a ripple effect that does real harm, particularly to the newest and poorest players.
VaranisArano wrote: »Coming to a Crown store soon your own personal trader set it up anywhere and your fill the slots and off you go.
Can you imagine? Give everyone the opportunity to sell items without joining a guild, but it won't matter because no one spends the time to check hundreds of individual traders with 30 item slots.That's some prime "be careful what you wish for."